// ThreeCanvas.js r46 - http://github.com/mrdoob/three.js
var THREE = THREE || {};
if (!self.Int32Array) self.Int32Array = Array, self.Float32Array = Array;
THREE.Color = function(a) {
	a !== void 0 && this.setHex(a);
	return this
};
THREE.Color.prototype = {
	constructor: THREE.Color,
	r: 1,
	g: 1,
	b: 1,
	copy: function(a) {
		this.r = a.r;
		this.g = a.g;
		this.b = a.b;
		return this
	},
	copyGammaToLinear: function(a) {
		this.r = a.r * a.r;
		this.g = a.g * a.g;
		this.b = a.b * a.b;
		return this
	},
	copyLinearToGamma: function(a) {
		this.r = Math.sqrt(a.r);
		this.g = Math.sqrt(a.g);
		this.b = Math.sqrt(a.b);
		return this
	},
	setRGB: function(a, b, c) {
		this.r = a;
		this.g = b;
		this.b = c;
		return this
	},
	setHSV: function(a, b, c) {
		var d, f, e;
		if (c === 0) this.r = this.g = this.b = 0;
		else switch (d = Math.floor(a * 6), f = a * 6 - d, a = c * (1 - b), e = c * (1 -
			b * f), b = c * (1 - b * (1 - f)), d) {
			case 1:
				this.r = e;
				this.g = c;
				this.b = a;
				break;
			case 2:
				this.r = a;
				this.g = c;
				this.b = b;
				break;
			case 3:
				this.r = a;
				this.g = e;
				this.b = c;
				break;
			case 4:
				this.r = b;
				this.g = a;
				this.b = c;
				break;
			case 5:
				this.r = c;
				this.g = a;
				this.b = e;
				break;
			case 6:
			case 0:
				this.r = c, this.g = b, this.b = a
		}
		return this
	},
	setHex: function(a) {
		a = Math.floor(a);
		this.r = (a >> 16 & 255) / 255;
		this.g = (a >> 8 & 255) / 255;
		this.b = (a & 255) / 255;
		return this
	},
	getHex: function() {
		return ~~(this.r * 255) << 16 ^ ~~(this.g * 255) << 8 ^ ~~(this.b * 255)
	},
	getContextStyle: function() {
		return "rgb(" +
			Math.floor(this.r * 255) + "," + Math.floor(this.g * 255) + "," + Math.floor(this.b * 255) + ")"
	},
	clone: function() {
		return (new THREE.Color).setRGB(this.r, this.g, this.b)
	}
};
THREE.Vector2 = function(a, b) {
	this.x = a || 0;
	this.y = b || 0
};
THREE.Vector2.prototype = {
	constructor: THREE.Vector2,
	set: function(a, b) {
		this.x = a;
		this.y = b;
		return this
	},
	copy: function(a) {
		this.x = a.x;
		this.y = a.y;
		return this
	},
	clone: function() {
		return new THREE.Vector2(this.x, this.y)
	},
	add: function(a, b) {
		this.x = a.x + b.x;
		this.y = a.y + b.y;
		return this
	},
	addSelf: function(a) {
		this.x += a.x;
		this.y += a.y;
		return this
	},
	sub: function(a, b) {
		this.x = a.x - b.x;
		this.y = a.y - b.y;
		return this
	},
	subSelf: function(a) {
		this.x -= a.x;
		this.y -= a.y;
		return this
	},
	multiplyScalar: function(a) {
		this.x *= a;
		this.y *= a;
		return this
	},
	divideScalar: function(a) {
		a ? (this.x /= a, this.y /= a) : this.set(0, 0);
		return this
	},
	negate: function() {
		return this.multiplyScalar(-1)
	},
	dot: function(a) {
		return this.x * a.x + this.y * a.y
	},
	lengthSq: function() {
		return this.x * this.x + this.y * this.y
	},
	length: function() {
		return Math.sqrt(this.lengthSq())
	},
	normalize: function() {
		return this.divideScalar(this.length())
	},
	distanceTo: function(a) {
		return Math.sqrt(this.distanceToSquared(a))
	},
	distanceToSquared: function(a) {
		var b = this.x - a.x,
			a = this.y - a.y;
		return b * b + a * a
	},
	setLength: function(a) {
		return this.normalize().multiplyScalar(a)
	},
	equals: function(a) {
		return a.x === this.x && a.y === this.y
	}
};
THREE.Vector3 = function(a, b, c) {
	this.x = a || 0;
	this.y = b || 0;
	this.z = c || 0
};
THREE.Vector3.prototype = {
	constructor: THREE.Vector3,
	set: function(a, b, c) {
		this.x = a;
		this.y = b;
		this.z = c;
		return this
	},
	setX: function(a) {
		this.x = a;
		return this
	},
	setY: function(a) {
		this.y = a;
		return this
	},
	setZ: function(a) {
		this.z = a;
		return this
	},
	copy: function(a) {
		this.x = a.x;
		this.y = a.y;
		this.z = a.z;
		return this
	},
	clone: function() {
		return new THREE.Vector3(this.x, this.y, this.z)
	},
	add: function(a, b) {
		this.x = a.x + b.x;
		this.y = a.y + b.y;
		this.z = a.z + b.z;
		return this
	},
	addSelf: function(a) {
		this.x += a.x;
		this.y += a.y;
		this.z += a.z;
		return this
	},
	addScalar: function(a) {
		this.x += a;
		this.y += a;
		this.z += a;
		return this
	},
	sub: function(a, b) {
		this.x = a.x - b.x;
		this.y = a.y - b.y;
		this.z = a.z - b.z;
		return this
	},
	subSelf: function(a) {
		this.x -= a.x;
		this.y -= a.y;
		this.z -= a.z;
		return this
	},
	multiply: function(a, b) {
		this.x = a.x * b.x;
		this.y = a.y * b.y;
		this.z = a.z * b.z;
		return this
	},
	multiplySelf: function(a) {
		this.x *= a.x;
		this.y *= a.y;
		this.z *= a.z;
		return this
	},
	multiplyScalar: function(a) {
		this.x *= a;
		this.y *= a;
		this.z *= a;
		return this
	},
	divideSelf: function(a) {
		this.x /= a.x;
		this.y /= a.y;
		this.z /= a.z;
		return this
	},
	divideScalar: function(a) {
		a ? (this.x /= a, this.y /= a, this.z /= a) : this.z = this.y = this.x = 0;
		return this
	},
	negate: function() {
		return this.multiplyScalar(-1)
	},
	dot: function(a) {
		return this.x * a.x + this.y * a.y + this.z * a.z
	},
	lengthSq: function() {
		return this.x * this.x + this.y * this.y + this.z * this.z
	},
	length: function() {
		return Math.sqrt(this.lengthSq())
	},
	lengthManhattan: function() {
		return this.x + this.y + this.z
	},
	normalize: function() {
		return this.divideScalar(this.length())
	},
	setLength: function(a) {
		return this.normalize().multiplyScalar(a)
	},
	cross: function(a, b) {
		this.x = a.y * b.z - a.z * b.y;
		this.y = a.z * b.x - a.x * b.z;
		this.z = a.x * b.y - a.y * b.x;
		return this
	},
	crossSelf: function(a) {
		var b = this.x,
			c = this.y,
			d = this.z;
		this.x = c * a.z - d * a.y;
		this.y = d * a.x - b * a.z;
		this.z = b * a.y - c * a.x;
		return this
	},
	distanceTo: function(a) {
		return Math.sqrt(this.distanceToSquared(a))
	},
	distanceToSquared: function(a) {
		return (new THREE.Vector3).sub(this, a).lengthSq()
	},
	setPositionFromMatrix: function(a) {
		this.x = a.n14;
		this.y = a.n24;
		this.z = a.n34
	},
	setRotationFromMatrix: function(a) {
		var b = Math.cos(this.y);
		this.y = Math.asin(a.n13);
		Math.abs(b) > 1.0E-5 ? (this.x = Math.atan2(-a.n23 / b, a.n33 / b), this.z = Math.atan2(-a.n12 / b, a.n11 / b)) : (
			this.x = 0, this.z = Math.atan2(a.n21, a.n22))
	},
	isZero: function() {
		return this.lengthSq() < 1.0E-4
	}
};
THREE.Vector4 = function(a, b, c, d) {
	this.x = a || 0;
	this.y = b || 0;
	this.z = c || 0;
	this.w = d !== void 0 ? d : 1
};
THREE.Vector4.prototype = {
	constructor: THREE.Vector4,
	set: function(a, b, c, d) {
		this.x = a;
		this.y = b;
		this.z = c;
		this.w = d;
		return this
	},
	copy: function(a) {
		this.x = a.x;
		this.y = a.y;
		this.z = a.z;
		this.w = a.w !== void 0 ? a.w : 1
	},
	clone: function() {
		return new THREE.Vector4(this.x, this.y, this.z, this.w)
	},
	add: function(a, b) {
		this.x = a.x + b.x;
		this.y = a.y + b.y;
		this.z = a.z + b.z;
		this.w = a.w + b.w;
		return this
	},
	addSelf: function(a) {
		this.x += a.x;
		this.y += a.y;
		this.z += a.z;
		this.w += a.w;
		return this
	},
	sub: function(a, b) {
		this.x = a.x - b.x;
		this.y = a.y - b.y;
		this.z = a.z -
			b.z;
		this.w = a.w - b.w;
		return this
	},
	subSelf: function(a) {
		this.x -= a.x;
		this.y -= a.y;
		this.z -= a.z;
		this.w -= a.w;
		return this
	},
	multiplyScalar: function(a) {
		this.x *= a;
		this.y *= a;
		this.z *= a;
		this.w *= a;
		return this
	},
	divideScalar: function(a) {
		a ? (this.x /= a, this.y /= a, this.z /= a, this.w /= a) : (this.z = this.y = this.x = 0, this.w = 1);
		return this
	},
	negate: function() {
		return this.multiplyScalar(-1)
	},
	dot: function(a) {
		return this.x * a.x + this.y * a.y + this.z * a.z + this.w * a.w
	},
	lengthSq: function() {
		return this.dot(this)
	},
	length: function() {
		return Math.sqrt(this.lengthSq())
	},
	normalize: function() {
		return this.divideScalar(this.length())
	},
	setLength: function(a) {
		return this.normalize().multiplyScalar(a)
	},
	lerpSelf: function(a, b) {
		this.x += (a.x - this.x) * b;
		this.y += (a.y - this.y) * b;
		this.z += (a.z - this.z) * b;
		this.w += (a.w - this.w) * b;
		return this
	}
};
THREE.Ray = function(a, b) {
	function c(a, b, c) {
		i.sub(c, a);
		p = i.dot(b);
		if (p <= 0) return null;
		k = n.add(a, o.copy(b).multiplyScalar(p));
		return s = c.distanceTo(k)
	}

	function d(a, b, c, d) {
		i.sub(d, b);
		n.sub(c, b);
		o.sub(a, b);
		K = i.dot(i);
		C = i.dot(n);
		Q = i.dot(o);
		O = n.dot(n);
		w = n.dot(o);
		F = 1 / (K * O - C * C);
		z = (O * Q - C * w) * F;
		D = (K * w - C * Q) * F;
		return z >= 0 && D >= 0 && z + D < 1
	}
	this.origin = a || new THREE.Vector3;
	this.direction = b || new THREE.Vector3;
	this.intersectScene = function(a) {
		return this.intersectObjects(a.children)
	};
	this.intersectObjects = function(a) {
		var b,
			c, d = [];
		b = 0;
		for (c = a.length; b < c; b++) Array.prototype.push.apply(d, this.intersectObject(a[b]));
		d.sort(function(a, b) {
			return a.distance - b.distance
		});
		return d
	};
	var f = new THREE.Vector3,
		e = new THREE.Vector3,
		g = new THREE.Vector3,
		h = new THREE.Vector3,
		a = new THREE.Vector3,
		b = new THREE.Vector3,
		m = new THREE.Vector3,
		l = new THREE.Vector3,
		j = new THREE.Vector3;
	this.intersectObject = function(k) {
		for (var i, o = [], n = 0, W = k.children.length; n < W; n++) Array.prototype.push.apply(o, this.intersectObject(k.children[
			n]));
		if (k instanceof THREE.Particle) {
			n =
				c(this.origin, this.direction, k.matrixWorld.getPosition());
			if (n === null || n > k.scale.x) return [];
			i = {
				distance: n,
				point: k.position,
				face: null,
				object: k
			};
			o.push(i)
		} else if (k instanceof THREE.Mesh) {
			n = c(this.origin, this.direction, k.matrixWorld.getPosition());
			if (n === null || n > k.geometry.boundingSphere.radius * Math.max(k.scale.x, Math.max(k.scale.y, k.scale.z)))
				return o;
			var p, G = k.geometry,
				H = G.vertices,
				I;
			k.matrixRotationWorld.extractRotation(k.matrixWorld);
			n = 0;
			for (W = G.faces.length; n < W; n++)
				if (i = G.faces[n], a.copy(this.origin),
					b.copy(this.direction), I = k.matrixWorld, m = I.multiplyVector3(m.copy(i.centroid)).subSelf(a), p = m.dot(b), !
					(p <= 0) && (f = I.multiplyVector3(f.copy(H[i.a].position)), e = I.multiplyVector3(e.copy(H[i.b].position)), g =
						I.multiplyVector3(g.copy(H[i.c].position)), i instanceof THREE.Face4 && (h = I.multiplyVector3(h.copy(H[i.d].position))),
						l = k.matrixRotationWorld.multiplyVector3(l.copy(i.normal)), p = b.dot(l), k.doubleSided || (k.flipSided ? p >
							0 : p < 0)))
					if (p = l.dot(m.sub(f, a)) / p, j.add(a, b.multiplyScalar(p)), i instanceof THREE.Face3) d(j,
						f, e, g) && (i = {
						distance: a.distanceTo(j),
						point: j.clone(),
						face: i,
						object: k
					}, o.push(i));
					else if (i instanceof THREE.Face4 && (d(j, f, e, h) || d(j, e, g, h))) i = {
				distance: a.distanceTo(j),
				point: j.clone(),
				face: i,
				object: k
			}, o.push(i)
		}
		return o
	};
	var i = new THREE.Vector3,
		n = new THREE.Vector3,
		o = new THREE.Vector3,
		p, k, s, K, C, Q, O, w, F, z, D
};
THREE.Rectangle = function() {
	function a() {
		e = d - b;
		g = f - c
	}
	var b, c, d, f, e, g, h = !0;
	this.getX = function() {
		return b
	};
	this.getY = function() {
		return c
	};
	this.getWidth = function() {
		return e
	};
	this.getHeight = function() {
		return g
	};
	this.getLeft = function() {
		return b
	};
	this.getTop = function() {
		return c
	};
	this.getRight = function() {
		return d
	};
	this.getBottom = function() {
		return f
	};
	this.set = function(e, g, j, i) {
		h = !1;
		b = e;
		c = g;
		d = j;
		f = i;
		a()
	};
	this.addPoint = function(e, g) {
		h ? (h = !1, b = e, c = g, d = e, f = g) : (b = b < e ? b : e, c = c < g ? c : g, d = d > e ? d : e, f = f > g ? f :
			g);
		a()
	};
	this.add3Points =
		function(e, g, j, i, n, o) {
			h ? (h = !1, b = e < j ? e < n ? e : n : j < n ? j : n, c = g < i ? g < o ? g : o : i < o ? i : o, d = e > j ? e >
				n ? e : n : j > n ? j : n, f = g > i ? g > o ? g : o : i > o ? i : o) : (b = e < j ? e < n ? e < b ? e : b : n <
				b ? n : b : j < n ? j < b ? j : b : n < b ? n : b, c = g < i ? g < o ? g < c ? g : c : o < c ? o : c : i < o ? i <
				c ? i : c : o < c ? o : c, d = e > j ? e > n ? e > d ? e : d : n > d ? n : d : j > n ? j > d ? j : d : n > d ? n :
				d, f = g > i ? g > o ? g > f ? g : f : o > f ? o : f : i > o ? i > f ? i : f : o > f ? o : f);
			a()
		};
	this.addRectangle = function(e) {
		h ? (h = !1, b = e.getLeft(), c = e.getTop(), d = e.getRight(), f = e.getBottom()) : (b = b < e.getLeft() ? b : e.getLeft(),
			c = c < e.getTop() ? c : e.getTop(), d = d > e.getRight() ? d : e.getRight(), f = f >
			e.getBottom() ? f : e.getBottom());
		a()
	};
	this.inflate = function(e) {
		b -= e;
		c -= e;
		d += e;
		f += e;
		a()
	};
	this.minSelf = function(e) {
		b = b > e.getLeft() ? b : e.getLeft();
		c = c > e.getTop() ? c : e.getTop();
		d = d < e.getRight() ? d : e.getRight();
		f = f < e.getBottom() ? f : e.getBottom();
		a()
	};
	this.intersects = function(a) {
		return Math.min(d, a.getRight()) - Math.max(b, a.getLeft()) >= 0 && Math.min(f, a.getBottom()) - Math.max(c, a.getTop()) >=
			0
	};
	this.empty = function() {
		h = !0;
		f = d = c = b = 0;
		a()
	};
	this.isEmpty = function() {
		return h
	}
};
THREE.Math = {
	clamp: function(a, b, c) {
		return a < b ? b : a > c ? c : a
	},
	clampBottom: function(a, b) {
		return a < b ? b : a
	},
	mapLinear: function(a, b, c, d, f) {
		return d + (a - b) * (f - d) / (c - b)
	},
	random16: function() {
		return (65280 * Math.random() + 255 * Math.random()) / 65535
	}
};
THREE.Matrix3 = function() {
	this.m = []
};
THREE.Matrix3.prototype = {
	constructor: THREE.Matrix3,
	transpose: function() {
		var a, b = this.m;
		a = b[1];
		b[1] = b[3];
		b[3] = a;
		a = b[2];
		b[2] = b[6];
		b[6] = a;
		a = b[5];
		b[5] = b[7];
		b[7] = a;
		return this
	},
	transposeIntoArray: function(a) {
		var b = this.m;
		a[0] = b[0];
		a[1] = b[3];
		a[2] = b[6];
		a[3] = b[1];
		a[4] = b[4];
		a[5] = b[7];
		a[6] = b[2];
		a[7] = b[5];
		a[8] = b[8];
		return this
	}
};
THREE.Matrix4 = function(a, b, c, d, f, e, g, h, m, l, j, i, n, o, p, k) {
	this.set(a !== void 0 ? a : 1, b || 0, c || 0, d || 0, f || 0, e !== void 0 ? e : 1, g || 0, h || 0, m || 0, l || 0,
		j !== void 0 ? j : 1, i || 0, n || 0, o || 0, p || 0, k !== void 0 ? k : 1);
	this.flat = Array(16);
	this.m33 = new THREE.Matrix3
};
THREE.Matrix4.prototype = {
	constructor: THREE.Matrix4,
	set: function(a, b, c, d, f, e, g, h, m, l, j, i, n, o, p, k) {
		this.n11 = a;
		this.n12 = b;
		this.n13 = c;
		this.n14 = d;
		this.n21 = f;
		this.n22 = e;
		this.n23 = g;
		this.n24 = h;
		this.n31 = m;
		this.n32 = l;
		this.n33 = j;
		this.n34 = i;
		this.n41 = n;
		this.n42 = o;
		this.n43 = p;
		this.n44 = k;
		return this
	},
	identity: function() {
		this.set(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
		return this
	},
	copy: function(a) {
		this.set(a.n11, a.n12, a.n13, a.n14, a.n21, a.n22, a.n23, a.n24, a.n31, a.n32, a.n33, a.n34, a.n41, a.n42, a.n43, a
			.n44);
		return this
	},
	lookAt: function(a,
		b, c) {
		var d = THREE.Matrix4.__v1,
			f = THREE.Matrix4.__v2,
			e = THREE.Matrix4.__v3;
		e.sub(a, b).normalize();
		if (e.length() === 0) e.z = 1;
		d.cross(c, e).normalize();
		d.length() === 0 && (e.x += 1.0E-4, d.cross(c, e).normalize());
		f.cross(e, d).normalize();
		this.n11 = d.x;
		this.n12 = f.x;
		this.n13 = e.x;
		this.n21 = d.y;
		this.n22 = f.y;
		this.n23 = e.y;
		this.n31 = d.z;
		this.n32 = f.z;
		this.n33 = e.z;
		return this
	},
	multiply: function(a, b) {
		var c = a.n11,
			d = a.n12,
			f = a.n13,
			e = a.n14,
			g = a.n21,
			h = a.n22,
			m = a.n23,
			l = a.n24,
			j = a.n31,
			i = a.n32,
			n = a.n33,
			o = a.n34,
			p = a.n41,
			k = a.n42,
			s = a.n43,
			K = a.n44,
			C = b.n11,
			Q = b.n12,
			O = b.n13,
			w = b.n14,
			F = b.n21,
			z = b.n22,
			D = b.n23,
			u = b.n24,
			r = b.n31,
			E = b.n32,
			N = b.n33,
			W = b.n34,
			da = b.n41,
			G = b.n42,
			H = b.n43,
			I = b.n44;
		this.n11 = c * C + d * F + f * r + e * da;
		this.n12 = c * Q + d * z + f * E + e * G;
		this.n13 = c * O + d * D + f * N + e * H;
		this.n14 = c * w + d * u + f * W + e * I;
		this.n21 = g * C + h * F + m * r + l * da;
		this.n22 = g * Q + h * z + m * E + l * G;
		this.n23 = g * O + h * D + m * N + l * H;
		this.n24 = g * w + h * u + m * W + l * I;
		this.n31 = j * C + i * F + n * r + o * da;
		this.n32 = j * Q + i * z + n * E + o * G;
		this.n33 = j * O + i * D + n * N + o * H;
		this.n34 = j * w + i * u + n * W + o * I;
		this.n41 = p * C + k * F + s * r + K * da;
		this.n42 = p * Q + k * z + s * E + K * G;
		this.n43 = p *
			O + k * D + s * N + K * H;
		this.n44 = p * w + k * u + s * W + K * I;
		return this
	},
	multiplySelf: function(a) {
		return this.multiply(this, a)
	},
	multiplyToArray: function(a, b, c) {
		this.multiply(a, b);
		c[0] = this.n11;
		c[1] = this.n21;
		c[2] = this.n31;
		c[3] = this.n41;
		c[4] = this.n12;
		c[5] = this.n22;
		c[6] = this.n32;
		c[7] = this.n42;
		c[8] = this.n13;
		c[9] = this.n23;
		c[10] = this.n33;
		c[11] = this.n43;
		c[12] = this.n14;
		c[13] = this.n24;
		c[14] = this.n34;
		c[15] = this.n44;
		return this
	},
	multiplyScalar: function(a) {
		this.n11 *= a;
		this.n12 *= a;
		this.n13 *= a;
		this.n14 *= a;
		this.n21 *= a;
		this.n22 *= a;
		this.n23 *=
			a;
		this.n24 *= a;
		this.n31 *= a;
		this.n32 *= a;
		this.n33 *= a;
		this.n34 *= a;
		this.n41 *= a;
		this.n42 *= a;
		this.n43 *= a;
		this.n44 *= a;
		return this
	},
	multiplyVector3: function(a) {
		var b = a.x,
			c = a.y,
			d = a.z,
			f = 1 / (this.n41 * b + this.n42 * c + this.n43 * d + this.n44);
		a.x = (this.n11 * b + this.n12 * c + this.n13 * d + this.n14) * f;
		a.y = (this.n21 * b + this.n22 * c + this.n23 * d + this.n24) * f;
		a.z = (this.n31 * b + this.n32 * c + this.n33 * d + this.n34) * f;
		return a
	},
	multiplyVector4: function(a) {
		var b = a.x,
			c = a.y,
			d = a.z,
			f = a.w;
		a.x = this.n11 * b + this.n12 * c + this.n13 * d + this.n14 * f;
		a.y = this.n21 * b + this.n22 *
			c + this.n23 * d + this.n24 * f;
		a.z = this.n31 * b + this.n32 * c + this.n33 * d + this.n34 * f;
		a.w = this.n41 * b + this.n42 * c + this.n43 * d + this.n44 * f;
		return a
	},
	rotateAxis: function(a) {
		var b = a.x,
			c = a.y,
			d = a.z;
		a.x = b * this.n11 + c * this.n12 + d * this.n13;
		a.y = b * this.n21 + c * this.n22 + d * this.n23;
		a.z = b * this.n31 + c * this.n32 + d * this.n33;
		a.normalize();
		return a
	},
	crossVector: function(a) {
		var b = new THREE.Vector4;
		b.x = this.n11 * a.x + this.n12 * a.y + this.n13 * a.z + this.n14 * a.w;
		b.y = this.n21 * a.x + this.n22 * a.y + this.n23 * a.z + this.n24 * a.w;
		b.z = this.n31 * a.x + this.n32 * a.y + this.n33 *
			a.z + this.n34 * a.w;
		b.w = a.w ? this.n41 * a.x + this.n42 * a.y + this.n43 * a.z + this.n44 * a.w : 1;
		return b
	},
	determinant: function() {
		var a = this.n11,
			b = this.n12,
			c = this.n13,
			d = this.n14,
			f = this.n21,
			e = this.n22,
			g = this.n23,
			h = this.n24,
			m = this.n31,
			l = this.n32,
			j = this.n33,
			i = this.n34,
			n = this.n41,
			o = this.n42,
			p = this.n43,
			k = this.n44;
		return d * g * l * n - c * h * l * n - d * e * j * n + b * h * j * n + c * e * i * n - b * g * i * n - d * g * m *
			o + c * h * m * o + d * f * j * o - a * h * j * o - c * f * i * o + a * g * i * o + d * e * m * p - b * h * m * p -
			d * f * l * p + a * h * l * p + b * f * i * p - a * e * i * p - c * e * m * k + b * g * m * k + c * f * l * k - a *
			g * l * k - b * f * j * k + a * e * j * k
	},
	transpose: function() {
		var a;
		a = this.n21;
		this.n21 = this.n12;
		this.n12 = a;
		a = this.n31;
		this.n31 = this.n13;
		this.n13 = a;
		a = this.n32;
		this.n32 = this.n23;
		this.n23 = a;
		a = this.n41;
		this.n41 = this.n14;
		this.n14 = a;
		a = this.n42;
		this.n42 = this.n24;
		this.n24 = a;
		a = this.n43;
		this.n43 = this.n34;
		this.n43 = a;
		return this
	},
	clone: function() {
		var a = new THREE.Matrix4;
		a.n11 = this.n11;
		a.n12 = this.n12;
		a.n13 = this.n13;
		a.n14 = this.n14;
		a.n21 = this.n21;
		a.n22 = this.n22;
		a.n23 = this.n23;
		a.n24 = this.n24;
		a.n31 = this.n31;
		a.n32 = this.n32;
		a.n33 = this.n33;
		a.n34 = this.n34;
		a.n41 = this.n41;
		a.n42 = this.n42;
		a.n43 = this.n43;
		a.n44 = this.n44;
		return a
	},
	flatten: function() {
		this.flat[0] = this.n11;
		this.flat[1] = this.n21;
		this.flat[2] = this.n31;
		this.flat[3] = this.n41;
		this.flat[4] = this.n12;
		this.flat[5] = this.n22;
		this.flat[6] = this.n32;
		this.flat[7] = this.n42;
		this.flat[8] = this.n13;
		this.flat[9] = this.n23;
		this.flat[10] = this.n33;
		this.flat[11] = this.n43;
		this.flat[12] = this.n14;
		this.flat[13] = this.n24;
		this.flat[14] = this.n34;
		this.flat[15] = this.n44;
		return this.flat
	},
	flattenToArray: function(a) {
		a[0] = this.n11;
		a[1] = this.n21;
		a[2] = this.n31;
		a[3] = this.n41;
		a[4] = this.n12;
		a[5] = this.n22;
		a[6] = this.n32;
		a[7] = this.n42;
		a[8] = this.n13;
		a[9] = this.n23;
		a[10] = this.n33;
		a[11] = this.n43;
		a[12] = this.n14;
		a[13] = this.n24;
		a[14] = this.n34;
		a[15] = this.n44;
		return a
	},
	flattenToArrayOffset: function(a, b) {
		a[b] = this.n11;
		a[b + 1] = this.n21;
		a[b + 2] = this.n31;
		a[b + 3] = this.n41;
		a[b + 4] = this.n12;
		a[b + 5] = this.n22;
		a[b + 6] = this.n32;
		a[b + 7] = this.n42;
		a[b + 8] = this.n13;
		a[b + 9] = this.n23;
		a[b + 10] = this.n33;
		a[b + 11] = this.n43;
		a[b + 12] = this.n14;
		a[b + 13] = this.n24;
		a[b + 14] = this.n34;
		a[b + 15] = this.n44;
		return a
	},
	setTranslation: function(a, b, c) {
		this.set(1, 0, 0, a, 0, 1, 0, b, 0, 0, 1, c, 0, 0, 0, 1);
		return this
	},
	setScale: function(a, b, c) {
		this.set(a, 0, 0, 0, 0, b, 0, 0, 0, 0, c, 0, 0, 0, 0, 1);
		return this
	},
	setRotationX: function(a) {
		var b = Math.cos(a),
			a = Math.sin(a);
		this.set(1, 0, 0, 0, 0, b, -a, 0, 0, a, b, 0, 0, 0, 0, 1);
		return this
	},
	setRotationY: function(a) {
		var b = Math.cos(a),
			a = Math.sin(a);
		this.set(b, 0, a, 0, 0, 1, 0, 0, -a, 0, b, 0, 0, 0, 0, 1);
		return this
	},
	setRotationZ: function(a) {
		var b = Math.cos(a),
			a = Math.sin(a);
		this.set(b, -a, 0, 0, a, b, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
		return this
	},
	setRotationAxis: function(a, b) {
		var c = Math.cos(b),
			d = Math.sin(b),
			f = 1 - c,
			e = a.x,
			g = a.y,
			h = a.z,
			m = f * e,
			l = f * g;
		this.set(m * e + c, m * g - d * h, m * h + d * g, 0, m * g + d * h, l * g + c, l * h - d * e, 0, m * h - d * g, l *
			h + d * e, f * h * h + c, 0, 0, 0, 0, 1);
		return this
	},
	setPosition: function(a) {
		this.n14 = a.x;
		this.n24 = a.y;
		this.n34 = a.z;
		return this
	},
	getPosition: function() {
		return THREE.Matrix4.__v1.set(this.n14, this.n24, this.n34)
	},
	getColumnX: function() {
		return THREE.Matrix4.__v1.set(this.n11, this.n21, this.n31)
	},
	getColumnY: function() {
		return THREE.Matrix4.__v1.set(this.n12,
			this.n22, this.n32)
	},
	getColumnZ: function() {
		return THREE.Matrix4.__v1.set(this.n13, this.n23, this.n33)
	},
	getInverse: function(a) {
		var b = a.n11,
			c = a.n12,
			d = a.n13,
			f = a.n14,
			e = a.n21,
			g = a.n22,
			h = a.n23,
			m = a.n24,
			l = a.n31,
			j = a.n32,
			i = a.n33,
			n = a.n34,
			o = a.n41,
			p = a.n42,
			k = a.n43,
			s = a.n44;
		this.n11 = h * n * p - m * i * p + m * j * k - g * n * k - h * j * s + g * i * s;
		this.n12 = f * i * p - d * n * p - f * j * k + c * n * k + d * j * s - c * i * s;
		this.n13 = d * m * p - f * h * p + f * g * k - c * m * k - d * g * s + c * h * s;
		this.n14 = f * h * j - d * m * j - f * g * i + c * m * i + d * g * n - c * h * n;
		this.n21 = m * i * o - h * n * o - m * l * k + e * n * k + h * l * s - e * i * s;
		this.n22 = d * n * o - f * i * o +
			f * l * k - b * n * k - d * l * s + b * i * s;
		this.n23 = f * h * o - d * m * o - f * e * k + b * m * k + d * e * s - b * h * s;
		this.n24 = d * m * l - f * h * l + f * e * i - b * m * i - d * e * n + b * h * n;
		this.n31 = g * n * o - m * j * o + m * l * p - e * n * p - g * l * s + e * j * s;
		this.n32 = f * j * o - c * n * o - f * l * p + b * n * p + c * l * s - b * j * s;
		this.n33 = d * m * o - f * g * o + f * e * p - b * m * p - c * e * s + b * g * s;
		this.n34 = f * g * l - c * m * l - f * e * j + b * m * j + c * e * n - b * g * n;
		this.n41 = h * j * o - g * i * o - h * l * p + e * i * p + g * l * k - e * j * k;
		this.n42 = c * i * o - d * j * o + d * l * p - b * i * p - c * l * k + b * j * k;
		this.n43 = d * g * o - c * h * o - d * e * p + b * h * p + c * e * k - b * g * k;
		this.n44 = c * h * l - d * g * l + d * e * j - b * h * j - c * e * i + b * g * i;
		this.multiplyScalar(1 / a.determinant());
		return this
	},
	setRotationFromEuler: function(a, b) {
		var c = a.x,
			d = a.y,
			f = a.z,
			e = Math.cos(c),
			c = Math.sin(c),
			g = Math.cos(d),
			d = Math.sin(d),
			h = Math.cos(f),
			f = Math.sin(f);
		switch (b) {
			case "YXZ":
				var m = g * h,
					l = g * f,
					j = d * h,
					i = d * f;
				this.n11 = m + i * c;
				this.n12 = j * c - l;
				this.n13 = e * d;
				this.n21 = e * f;
				this.n22 = e * h;
				this.n23 = -c;
				this.n31 = l * c - j;
				this.n32 = i + m * c;
				this.n33 = e * g;
				break;
			case "ZXY":
				m = g * h;
				l = g * f;
				j = d * h;
				i = d * f;
				this.n11 = m - i * c;
				this.n12 = -e * f;
				this.n13 = j + l * c;
				this.n21 = l + j * c;
				this.n22 = e * h;
				this.n23 = i - m * c;
				this.n31 = -e * d;
				this.n32 = c;
				this.n33 = e * g;
				break;
			case "ZYX":
				m =
					e * h;
				l = e * f;
				j = c * h;
				i = c * f;
				this.n11 = g * h;
				this.n12 = j * d - l;
				this.n13 = m * d + i;
				this.n21 = g * f;
				this.n22 = i * d + m;
				this.n23 = l * d - j;
				this.n31 = -d;
				this.n32 = c * g;
				this.n33 = e * g;
				break;
			case "YZX":
				m = e * g;
				l = e * d;
				j = c * g;
				i = c * d;
				this.n11 = g * h;
				this.n12 = i - m * f;
				this.n13 = j * f + l;
				this.n21 = f;
				this.n22 = e * h;
				this.n23 = -c * h;
				this.n31 = -d * h;
				this.n32 = l * f + j;
				this.n33 = m - i * f;
				break;
			case "XZY":
				m = e * g;
				l = e * d;
				j = c * g;
				i = c * d;
				this.n11 = g * h;
				this.n12 = -f;
				this.n13 = d * h;
				this.n21 = m * f + i;
				this.n22 = e * h;
				this.n23 = l * f - j;
				this.n31 = j * f - l;
				this.n32 = c * h;
				this.n33 = i * f + m;
				break;
			default:
				m = e * h, l = e *
					f, j = c * h, i = c * f, this.n11 = g * h, this.n12 = -g * f, this.n13 = d, this.n21 = l + j * d, this.n22 = m -
					i * d, this.n23 = -c * g, this.n31 = i - m * d, this.n32 = j + l * d, this.n33 = e * g
		}
		return this
	},
	setRotationFromQuaternion: function(a) {
		var b = a.x,
			c = a.y,
			d = a.z,
			f = a.w,
			e = b + b,
			g = c + c,
			h = d + d,
			a = b * e,
			m = b * g;
		b *= h;
		var l = c * g;
		c *= h;
		d *= h;
		e *= f;
		g *= f;
		f *= h;
		this.n11 = 1 - (l + d);
		this.n12 = m - f;
		this.n13 = b + g;
		this.n21 = m + f;
		this.n22 = 1 - (a + d);
		this.n23 = c - e;
		this.n31 = b - g;
		this.n32 = c + e;
		this.n33 = 1 - (a + l);
		return this
	},
	scale: function(a) {
		var b = a.x,
			c = a.y,
			a = a.z;
		this.n11 *= b;
		this.n12 *= c;
		this.n13 *=
			a;
		this.n21 *= b;
		this.n22 *= c;
		this.n23 *= a;
		this.n31 *= b;
		this.n32 *= c;
		this.n33 *= a;
		this.n41 *= b;
		this.n42 *= c;
		this.n43 *= a;
		return this
	},
	compose: function(a, b, c) {
		var d = THREE.Matrix4.__m1,
			f = THREE.Matrix4.__m2;
		d.identity();
		d.setRotationFromQuaternion(b);
		f.setScale(c.x, c.y, c.z);
		this.multiply(d, f);
		this.n14 = a.x;
		this.n24 = a.y;
		this.n34 = a.z;
		return this
	},
	decompose: function(a, b, c) {
		var d = THREE.Matrix4.__v1,
			f = THREE.Matrix4.__v2,
			e = THREE.Matrix4.__v3;
		d.set(this.n11, this.n21, this.n31);
		f.set(this.n12, this.n22, this.n32);
		e.set(this.n13,
			this.n23, this.n33);
		a = a instanceof THREE.Vector3 ? a : new THREE.Vector3;
		b = b instanceof THREE.Quaternion ? b : new THREE.Quaternion;
		c = c instanceof THREE.Vector3 ? c : new THREE.Vector3;
		c.x = d.length();
		c.y = f.length();
		c.z = e.length();
		a.x = this.n14;
		a.y = this.n24;
		a.z = this.n34;
		d = THREE.Matrix4.__m1;
		d.copy(this);
		d.n11 /= c.x;
		d.n21 /= c.x;
		d.n31 /= c.x;
		d.n12 /= c.y;
		d.n22 /= c.y;
		d.n32 /= c.y;
		d.n13 /= c.z;
		d.n23 /= c.z;
		d.n33 /= c.z;
		b.setFromRotationMatrix(d);
		return [a, b, c]
	},
	extractPosition: function(a) {
		this.n14 = a.n14;
		this.n24 = a.n24;
		this.n34 = a.n34;
		return this
	},
	extractRotation: function(a) {
		var b = THREE.Matrix4.__v1,
			c = 1 / b.set(a.n11, a.n21, a.n31).length(),
			d = 1 / b.set(a.n12, a.n22, a.n32).length(),
			b = 1 / b.set(a.n13, a.n23, a.n33).length();
		this.n11 = a.n11 * c;
		this.n21 = a.n21 * c;
		this.n31 = a.n31 * c;
		this.n12 = a.n12 * d;
		this.n22 = a.n22 * d;
		this.n32 = a.n32 * d;
		this.n13 = a.n13 * b;
		this.n23 = a.n23 * b;
		this.n33 = a.n33 * b;
		return this
	}
};
THREE.Matrix4.makeInvert3x3 = function(a) {
	var b = a.m33,
		c = b.m,
		d = a.n33 * a.n22 - a.n32 * a.n23,
		f = -a.n33 * a.n21 + a.n31 * a.n23,
		e = a.n32 * a.n21 - a.n31 * a.n22,
		g = -a.n33 * a.n12 + a.n32 * a.n13,
		h = a.n33 * a.n11 - a.n31 * a.n13,
		m = -a.n32 * a.n11 + a.n31 * a.n12,
		l = a.n23 * a.n12 - a.n22 * a.n13,
		j = -a.n23 * a.n11 + a.n21 * a.n13,
		i = a.n22 * a.n11 - a.n21 * a.n12,
		a = a.n11 * d + a.n21 * g + a.n31 * l;
	a === 0 && console.error("THREE.Matrix4.makeInvert3x3: Matrix not invertible.");
	a = 1 / a;
	c[0] = a * d;
	c[1] = a * f;
	c[2] = a * e;
	c[3] = a * g;
	c[4] = a * h;
	c[5] = a * m;
	c[6] = a * l;
	c[7] = a * j;
	c[8] = a * i;
	return b
};
THREE.Matrix4.makeFrustum = function(a, b, c, d, f, e) {
	var g;
	g = new THREE.Matrix4;
	g.n11 = 2 * f / (b - a);
	g.n12 = 0;
	g.n13 = (b + a) / (b - a);
	g.n14 = 0;
	g.n21 = 0;
	g.n22 = 2 * f / (d - c);
	g.n23 = (d + c) / (d - c);
	g.n24 = 0;
	g.n31 = 0;
	g.n32 = 0;
	g.n33 = -(e + f) / (e - f);
	g.n34 = -2 * e * f / (e - f);
	g.n41 = 0;
	g.n42 = 0;
	g.n43 = -1;
	g.n44 = 0;
	return g
};
THREE.Matrix4.makePerspective = function(a, b, c, d) {
	var f, a = c * Math.tan(a * Math.PI / 360);
	f = -a;
	return THREE.Matrix4.makeFrustum(f * b, a * b, f, a, c, d)
};
THREE.Matrix4.makeOrtho = function(a, b, c, d, f, e) {
	var g, h, m, l;
	g = new THREE.Matrix4;
	h = b - a;
	m = c - d;
	l = e - f;
	g.n11 = 2 / h;
	g.n12 = 0;
	g.n13 = 0;
	g.n14 = -((b + a) / h);
	g.n21 = 0;
	g.n22 = 2 / m;
	g.n23 = 0;
	g.n24 = -((c + d) / m);
	g.n31 = 0;
	g.n32 = 0;
	g.n33 = -2 / l;
	g.n34 = -((e + f) / l);
	g.n41 = 0;
	g.n42 = 0;
	g.n43 = 0;
	g.n44 = 1;
	return g
};
THREE.Matrix4.__v1 = new THREE.Vector3;
THREE.Matrix4.__v2 = new THREE.Vector3;
THREE.Matrix4.__v3 = new THREE.Vector3;
THREE.Matrix4.__m1 = new THREE.Matrix4;
THREE.Matrix4.__m2 = new THREE.Matrix4;
THREE.Object3D = function() {
	this.name = "";
	this.id = THREE.Object3DCount++;
	this.parent = void 0;
	this.children = [];
	this.up = new THREE.Vector3(0, 1, 0);
	this.position = new THREE.Vector3;
	this.rotation = new THREE.Vector3;
	this.eulerOrder = "XYZ";
	this.scale = new THREE.Vector3(1, 1, 1);
	this.flipSided = this.doubleSided = this.dynamic = !1;
	this.renderDepth = null;
	this.rotationAutoUpdate = !0;
	this.matrix = new THREE.Matrix4;
	this.matrixWorld = new THREE.Matrix4;
	this.matrixRotationWorld = new THREE.Matrix4;
	this.matrixWorldNeedsUpdate = this.matrixAutoUpdate = !0;
	this.quaternion = new THREE.Quaternion;
	this.useQuaternion = !1;
	this.boundRadius = 0;
	this.boundRadiusScale = 1;
	this.visible = !0;
	this.receiveShadow = this.castShadow = !1;
	this.frustumCulled = !0;
	this._vector = new THREE.Vector3
};
THREE.Object3D.prototype = {
	constructor: THREE.Object3D,
	translate: function(a, b) {
		this.matrix.rotateAxis(b);
		this.position.addSelf(b.multiplyScalar(a))
	},
	translateX: function(a) {
		this.translate(a, this._vector.set(1, 0, 0))
	},
	translateY: function(a) {
		this.translate(a, this._vector.set(0, 1, 0))
	},
	translateZ: function(a) {
		this.translate(a, this._vector.set(0, 0, 1))
	},
	lookAt: function(a) {
		this.matrix.lookAt(a, this.position, this.up);
		this.rotationAutoUpdate && this.rotation.setRotationFromMatrix(this.matrix)
	},
	add: function(a) {
		if (this.children.indexOf(a) ===
			-1) {
			a.parent !== void 0 && a.parent.remove(a);
			a.parent = this;
			this.children.push(a);
			for (var b = this; b.parent !== void 0;) b = b.parent;
			b !== void 0 && b instanceof THREE.Scene && b.addObject(a)
		}
	},
	remove: function(a) {
		var b = this.children.indexOf(a);
		if (b !== -1) {
			a.parent = void 0;
			this.children.splice(b, 1);
			for (b = this; b.parent !== void 0;) b = b.parent;
			b !== void 0 && b instanceof THREE.Scene && b.removeObject(a)
		}
	},
	getChildByName: function(a, b) {
		var c, d, f;
		c = 0;
		for (d = this.children.length; c < d; c++) {
			f = this.children[c];
			if (f.name === a) return f;
			if (b && (f = f.getChildByName(a, b), f !== void 0)) return f
		}
	},
	updateMatrix: function() {
		this.matrix.setPosition(this.position);
		this.useQuaternion ? this.matrix.setRotationFromQuaternion(this.quaternion) : this.matrix.setRotationFromEuler(this
			.rotation, this.eulerOrder);
		if (this.scale.x !== 1 || this.scale.y !== 1 || this.scale.z !== 1) this.matrix.scale(this.scale), this.boundRadiusScale =
			Math.max(this.scale.x, Math.max(this.scale.y, this.scale.z));
		this.matrixWorldNeedsUpdate = !0
	},
	updateMatrixWorld: function(a) {
		this.matrixAutoUpdate &&
			this.updateMatrix();
		if (this.matrixWorldNeedsUpdate || a) this.parent ? this.matrixWorld.multiply(this.parent.matrixWorld, this.matrix) :
			this.matrixWorld.copy(this.matrix), this.matrixWorldNeedsUpdate = !1, a = !0;
		for (var b = 0, c = this.children.length; b < c; b++) this.children[b].updateMatrixWorld(a)
	}
};
THREE.Object3DCount = 0;
THREE.Projector = function() {
	function a() {
		var a = g[e] = g[e] || new THREE.RenderableObject;
		e++;
		return a
	}

	function b() {
		var a = l[m] = l[m] || new THREE.RenderableVertex;
		m++;
		return a
	}

	function c(a, b) {
		return b.z - a.z
	}

	function d(a, b) {
		var c = 0,
			d = 1,
			e = a.z + a.w,
			f = b.z + b.w,
			g = -a.z + a.w,
			h = -b.z + b.w;
		return e >= 0 && f >= 0 && g >= 0 && h >= 0 ? !0 : e < 0 && f < 0 || g < 0 && h < 0 ? !1 : (e < 0 ? c = Math.max(c,
			e / (e - f)) : f < 0 && (d = Math.min(d, e / (e - f))), g < 0 ? c = Math.max(c, g / (g - h)) : h < 0 && (d = Math
			.min(d, g / (g - h))), d < c ? !1 : (a.lerpSelf(b, c), b.lerpSelf(a, 1 - d), !0))
	}
	var f, e, g = [],
		h, m, l = [],
		j, i, n = [],
		o, p = [],
		k, s, K = [],
		C, Q, O = [],
		w = {
			objects: [],
			sprites: [],
			lights: [],
			elements: []
		},
		F = new THREE.Vector3,
		z = new THREE.Vector4,
		D = new THREE.Matrix4,
		u = new THREE.Matrix4,
		r = [new THREE.Vector4, new THREE.Vector4, new THREE.Vector4, new THREE.Vector4, new THREE.Vector4, new THREE.Vector4],
		E = new THREE.Vector4,
		N = new THREE.Vector4;
	this.computeFrustum = function(a) {
		r[0].set(a.n41 - a.n11, a.n42 - a.n12, a.n43 - a.n13, a.n44 - a.n14);
		r[1].set(a.n41 + a.n11, a.n42 + a.n12, a.n43 + a.n13, a.n44 + a.n14);
		r[2].set(a.n41 + a.n21, a.n42 + a.n22, a.n43 +
			a.n23, a.n44 + a.n24);
		r[3].set(a.n41 - a.n21, a.n42 - a.n22, a.n43 - a.n23, a.n44 - a.n24);
		r[4].set(a.n41 - a.n31, a.n42 - a.n32, a.n43 - a.n33, a.n44 - a.n34);
		r[5].set(a.n41 + a.n31, a.n42 + a.n32, a.n43 + a.n33, a.n44 + a.n34);
		for (a = 0; a < 6; a++) {
			var b = r[a];
			b.divideScalar(Math.sqrt(b.x * b.x + b.y * b.y + b.z * b.z))
		}
	};
	this.projectVector = function(a, b) {
		b.matrixWorldInverse.getInverse(b.matrixWorld);
		D.multiply(b.projectionMatrix, b.matrixWorldInverse);
		D.multiplyVector3(a);
		return a
	};
	this.unprojectVector = function(a, b) {
		b.projectionMatrixInverse.getInverse(b.projectionMatrix);
		D.multiply(b.matrixWorld, b.projectionMatrixInverse);
		D.multiplyVector3(a);
		return a
	};
	this.pickingRay = function(a, b) {
		var c;
		a.z = -1;
		c = new THREE.Vector3(a.x, a.y, 1);
		this.unprojectVector(a, b);
		this.unprojectVector(c, b);
		c.subSelf(a).normalize();
		return new THREE.Ray(a, c)
	};
	this.projectGraph = function(b, d) {
		e = 0;
		w.objects.length = 0;
		w.sprites.length = 0;
		w.lights.length = 0;
		var g = function(b) {
			if (b.visible !== !1) {
				var c;
				if (c = b instanceof THREE.Mesh || b instanceof THREE.Line)
					if (!(c = b.frustumCulled === !1)) a: {
						for (var d = b.matrixWorld,
								e = -b.geometry.boundingSphere.radius * Math.max(b.scale.x, Math.max(b.scale.y, b.scale.z)), h = 0; h < 6; h++)
							if (c = r[h].x * d.n14 + r[h].y * d.n24 + r[h].z * d.n34 + r[h].w, c <= e) {
								c = !1;
								break a
							} c = !0
					}
				c ? (D.multiplyVector3(F.copy(b.position)), f = a(), f.object = b, f.z = F.z, w.objects.push(f)) : b instanceof THREE
					.Sprite || b instanceof THREE.Particle ? (D.multiplyVector3(F.copy(b.position)), f = a(), f.object = b, f.z = F
						.z, w.sprites.push(f)) : b instanceof THREE.Light && w.lights.push(b);
				c = 0;
				for (d = b.children.length; c < d; c++) g(b.children[c])
			}
		};
		g(b);
		d &&
			w.objects.sort(c);
		return w
	};
	this.projectScene = function(a, e, f) {
		var g = e.near,
			r = e.far,
			F, L, B, S, v, R, P, V, J, t, A, x, y, M, la, fa;
		Q = s = o = i = 0;
		w.elements.length = 0;
		e.parent === void 0 && (console.warn("DEPRECATED: Camera hasn't been added to a Scene. Adding it..."), a.add(e));
		a.updateMatrixWorld();
		e.matrixWorldInverse.getInverse(e.matrixWorld);
		D.multiply(e.projectionMatrix, e.matrixWorldInverse);
		this.computeFrustum(D);
		w = this.projectGraph(a, !1);
		a = 0;
		for (F = w.objects.length; a < F; a++)
			if (J = w.objects[a].object, t = J.matrixWorld,
				x = J.material, m = 0, J instanceof THREE.Mesh) {
				A = J.geometry;
				y = J.geometry.materials;
				S = A.vertices;
				M = A.faces;
				la = A.faceVertexUvs;
				A = J.matrixRotationWorld.extractRotation(t);
				L = 0;
				for (B = S.length; L < B; L++) h = b(), h.positionWorld.copy(S[L].position), t.multiplyVector3(h.positionWorld),
					h.positionScreen.copy(h.positionWorld), D.multiplyVector4(h.positionScreen), h.positionScreen.x /= h.positionScreen
					.w, h.positionScreen.y /= h.positionScreen.w, h.visible = h.positionScreen.z > g && h.positionScreen.z < r;
				S = 0;
				for (L = M.length; S < L; S++) {
					B =
						M[S];
					if (B instanceof THREE.Face3)
						if (v = l[B.a], R = l[B.b], P = l[B.c], v.visible && R.visible && P.visible && (J.doubleSided || J.flipSided !=
								(P.positionScreen.x - v.positionScreen.x) * (R.positionScreen.y - v.positionScreen.y) - (P.positionScreen.y -
									v.positionScreen.y) * (R.positionScreen.x - v.positionScreen.x) < 0)) V = n[i] = n[i] || new THREE.RenderableFace3,
							i++, j = V, j.v1.copy(v), j.v2.copy(R), j.v3.copy(P);
						else continue;
					else if (B instanceof THREE.Face4)
						if (v = l[B.a], R = l[B.b], P = l[B.c], V = l[B.d], v.visible && R.visible && P.visible && V.visible &&
							(J.doubleSided || J.flipSided != ((V.positionScreen.x - v.positionScreen.x) * (R.positionScreen.y - v.positionScreen
								.y) - (V.positionScreen.y - v.positionScreen.y) * (R.positionScreen.x - v.positionScreen.x) < 0 || (R.positionScreen
								.x - P.positionScreen.x) * (V.positionScreen.y - P.positionScreen.y) - (R.positionScreen.y - P.positionScreen
								.y) * (V.positionScreen.x - P.positionScreen.x) < 0))) fa = p[o] = p[o] || new THREE.RenderableFace4, o++, j =
							fa, j.v1.copy(v), j.v2.copy(R), j.v3.copy(P), j.v4.copy(V);
						else continue;
					j.normalWorld.copy(B.normal);
					A.multiplyVector3(j.normalWorld);
					j.centroidWorld.copy(B.centroid);
					t.multiplyVector3(j.centroidWorld);
					j.centroidScreen.copy(j.centroidWorld);
					D.multiplyVector3(j.centroidScreen);
					P = B.vertexNormals;
					v = 0;
					for (R = P.length; v < R; v++) V = j.vertexNormalsWorld[v], V.copy(P[v]), A.multiplyVector3(V);
					v = 0;
					for (R = la.length; v < R; v++)
						if (fa = la[v][S]) {
							P = 0;
							for (V = fa.length; P < V; P++) j.uvs[v][P] = fa[P]
						} j.material = x;
					j.faceMaterial = B.materialIndex !== null ? y[B.materialIndex] : null;
					j.z = j.centroidScreen.z;
					w.elements.push(j)
				}
			} else if (J instanceof THREE.Line) {
			u.multiply(D, t);
			S = J.geometry.vertices;
			v = b();
			v.positionScreen.copy(S[0].position);
			u.multiplyVector4(v.positionScreen);
			L = 1;
			for (B = S.length; L < B; L++)
				if (v = b(), v.positionScreen.copy(S[L].position), u.multiplyVector4(v.positionScreen), R = l[m - 2], E.copy(v.positionScreen),
					N.copy(R.positionScreen), d(E, N)) E.multiplyScalar(1 / E.w), N.multiplyScalar(1 / N.w), J = K[s] = K[s] || new THREE
					.RenderableLine, s++, k = J, k.v1.positionScreen.copy(E), k.v2.positionScreen.copy(N), k.z = Math.max(E.z, N.z),
					k.material = x, w.elements.push(k)
		}
		a =
			0;
		for (F = w.sprites.length; a < F; a++)
			if (J = w.sprites[a].object, t = J.matrixWorld, J instanceof THREE.Particle && (z.set(t.n14, t.n24, t.n34, 1), D.multiplyVector4(
					z), z.z /= z.w, z.z > 0 && z.z < 1)) g = O[Q] = O[Q] || new THREE.RenderableParticle, Q++, C = g, C.x = z.x / z.w,
				C.y = z.y / z.w, C.z = z.z, C.rotation = J.rotation.z, C.scale.x = J.scale.x * Math.abs(C.x - (z.x + e.projectionMatrix
					.n11) / (z.w + e.projectionMatrix.n14)), C.scale.y = J.scale.y * Math.abs(C.y - (z.y + e.projectionMatrix.n22) /
					(z.w + e.projectionMatrix.n24)), C.material = J.material, w.elements.push(C);
		f && w.elements.sort(c);
		return w
	}
};
THREE.Quaternion = function(a, b, c, d) {
	this.set(a || 0, b || 0, c || 0, d !== void 0 ? d : 1)
};
THREE.Quaternion.prototype = {
	constructor: THREE.Quaternion,
	set: function(a, b, c, d) {
		this.x = a;
		this.y = b;
		this.z = c;
		this.w = d;
		return this
	},
	copy: function(a) {
		this.x = a.x;
		this.y = a.y;
		this.z = a.z;
		this.w = a.w;
		return this
	},
	setFromEuler: function(a) {
		var b = Math.PI / 360,
			c = a.x * b,
			d = a.y * b,
			f = a.z * b,
			a = Math.cos(d),
			d = Math.sin(d),
			b = Math.cos(-f),
			f = Math.sin(-f),
			e = Math.cos(c),
			c = Math.sin(c),
			g = a * b,
			h = d * f;
		this.w = g * e - h * c;
		this.x = g * c + h * e;
		this.y = d * b * e + a * f * c;
		this.z = a * f * e - d * b * c;
		return this
	},
	setFromAxisAngle: function(a, b) {
		var c = b / 2,
			d = Math.sin(c);
		this.x = a.x * d;
		this.y = a.y * d;
		this.z = a.z * d;
		this.w = Math.cos(c);
		return this
	},
	setFromRotationMatrix: function(a) {
		var b = Math.pow(a.determinant(), 1 / 3);
		this.w = Math.sqrt(Math.max(0, b + a.n11 + a.n22 + a.n33)) / 2;
		this.x = Math.sqrt(Math.max(0, b + a.n11 - a.n22 - a.n33)) / 2;
		this.y = Math.sqrt(Math.max(0, b - a.n11 + a.n22 - a.n33)) / 2;
		this.z = Math.sqrt(Math.max(0, b - a.n11 - a.n22 + a.n33)) / 2;
		this.x = a.n32 - a.n23 < 0 ? -Math.abs(this.x) : Math.abs(this.x);
		this.y = a.n13 - a.n31 < 0 ? -Math.abs(this.y) : Math.abs(this.y);
		this.z = a.n21 - a.n12 < 0 ? -Math.abs(this.z) : Math.abs(this.z);
		this.normalize();
		return this
	},
	calculateW: function() {
		this.w = -Math.sqrt(Math.abs(1 - this.x * this.x - this.y * this.y - this.z * this.z));
		return this
	},
	inverse: function() {
		this.x *= -1;
		this.y *= -1;
		this.z *= -1;
		return this
	},
	length: function() {
		return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w)
	},
	normalize: function() {
		var a = Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
		a === 0 ? this.w = this.z = this.y = this.x = 0 : (a = 1 / a, this.x *= a, this.y *= a, this.z *= a, this.w *= a);
		return this
	},
	multiplySelf: function(a) {
		var b =
			this.x,
			c = this.y,
			d = this.z,
			f = this.w,
			e = a.x,
			g = a.y,
			h = a.z,
			a = a.w;
		this.x = b * a + f * e + c * h - d * g;
		this.y = c * a + f * g + d * e - b * h;
		this.z = d * a + f * h + b * g - c * e;
		this.w = f * a - b * e - c * g - d * h;
		return this
	},
	multiply: function(a, b) {
		this.x = a.x * b.w + a.y * b.z - a.z * b.y + a.w * b.x;
		this.y = -a.x * b.z + a.y * b.w + a.z * b.x + a.w * b.y;
		this.z = a.x * b.y - a.y * b.x + a.z * b.w + a.w * b.z;
		this.w = -a.x * b.x - a.y * b.y - a.z * b.z + a.w * b.w;
		return this
	},
	multiplyVector3: function(a, b) {
		b || (b = a);
		var c = a.x,
			d = a.y,
			f = a.z,
			e = this.x,
			g = this.y,
			h = this.z,
			m = this.w,
			l = m * c + g * f - h * d,
			j = m * d + h * c - e * f,
			i = m * f + e * d - g * c,
			c = -e *
			c - g * d - h * f;
		b.x = l * m + c * -e + j * -h - i * -g;
		b.y = j * m + c * -g + i * -e - l * -h;
		b.z = i * m + c * -h + l * -g - j * -e;
		return b
	}
};
THREE.Quaternion.slerp = function(a, b, c, d) {
	var f = a.w * b.w + a.x * b.x + a.y * b.y + a.z * b.z;
	f < 0 ? (c.w = -b.w, c.x = -b.x, c.y = -b.y, c.z = -b.z, f = -f) : c.copy(b);
	if (Math.abs(f) >= 1) return c.w = a.w, c.x = a.x, c.y = a.y, c.z = a.z, c;
	var e = Math.acos(f),
		f = Math.sqrt(1 - f * f);
	if (Math.abs(f) < 0.001) return c.w = 0.5 * (a.w + b.w), c.x = 0.5 * (a.x + b.x), c.y = 0.5 * (a.y + b.y), c.z = 0.5 *
		(a.z + b.z), c;
	b = Math.sin((1 - d) * e) / f;
	d = Math.sin(d * e) / f;
	c.w = a.w * b + c.w * d;
	c.x = a.x * b + c.x * d;
	c.y = a.y * b + c.y * d;
	c.z = a.z * b + c.z * d;
	return c
};
THREE.Vertex = function(a) {
	this.position = a || new THREE.Vector3
};
THREE.Face3 = function(a, b, c, d, f, e) {
	this.a = a;
	this.b = b;
	this.c = c;
	this.normal = d instanceof THREE.Vector3 ? d : new THREE.Vector3;
	this.vertexNormals = d instanceof Array ? d : [];
	this.color = f instanceof THREE.Color ? f : new THREE.Color;
	this.vertexColors = f instanceof Array ? f : [];
	this.vertexTangents = [];
	this.materialIndex = e;
	this.centroid = new THREE.Vector3
};
THREE.Face4 = function(a, b, c, d, f, e, g) {
	this.a = a;
	this.b = b;
	this.c = c;
	this.d = d;
	this.normal = f instanceof THREE.Vector3 ? f : new THREE.Vector3;
	this.vertexNormals = f instanceof Array ? f : [];
	this.color = e instanceof THREE.Color ? e : new THREE.Color;
	this.vertexColors = e instanceof Array ? e : [];
	this.vertexTangents = [];
	this.materialIndex = g;
	this.centroid = new THREE.Vector3
};
THREE.UV = function(a, b) {
	this.u = a || 0;
	this.v = b || 0
};
THREE.UV.prototype = {
	constructor: THREE.UV,
	set: function(a, b) {
		this.u = a;
		this.v = b;
		return this
	},
	copy: function(a) {
		this.u = a.u;
		this.v = a.v;
		return this
	},
	clone: function() {
		return new THREE.UV(this.u, this.v)
	}
};
THREE.Geometry = function() {
	this.id = THREE.GeometryCount++;
	this.vertices = [];
	this.colors = [];
	this.materials = [];
	this.faces = [];
	this.faceUvs = [
		[]
	];
	this.faceVertexUvs = [
		[]
	];
	this.morphTargets = [];
	this.morphColors = [];
	this.skinWeights = [];
	this.skinIndices = [];
	this.boundingSphere = this.boundingBox = null;
	this.dynamic = this.hasTangents = !1
};
THREE.Geometry.prototype = {
	constructor: THREE.Geometry,
	applyMatrix: function(a) {
		var b = new THREE.Matrix4;
		b.extractRotation(a, new THREE.Vector3(1, 1, 1));
		for (var c = 0, d = this.vertices.length; c < d; c++) a.multiplyVector3(this.vertices[c].position);
		c = 0;
		for (d = this.faces.length; c < d; c++) {
			var f = this.faces[c];
			b.multiplyVector3(f.normal);
			for (var e = 0, g = f.vertexNormals.length; e < g; e++) b.multiplyVector3(f.vertexNormals[e]);
			a.multiplyVector3(f.centroid)
		}
	},
	computeCentroids: function() {
		var a, b, c;
		a = 0;
		for (b = this.faces.length; a <
			b; a++) c = this.faces[a], c.centroid.set(0, 0, 0), c instanceof THREE.Face3 ? (c.centroid.addSelf(this.vertices[c
				.a].position), c.centroid.addSelf(this.vertices[c.b].position), c.centroid.addSelf(this.vertices[c.c].position),
			c.centroid.divideScalar(3)) : c instanceof THREE.Face4 && (c.centroid.addSelf(this.vertices[c.a].position), c.centroid
			.addSelf(this.vertices[c.b].position), c.centroid.addSelf(this.vertices[c.c].position), c.centroid.addSelf(this.vertices[
				c.d].position), c.centroid.divideScalar(4))
	},
	computeFaceNormals: function() {
		var a,
			b, c, d, f, e, g = new THREE.Vector3,
			h = new THREE.Vector3;
		a = 0;
		for (b = this.faces.length; a < b; a++) c = this.faces[a], d = this.vertices[c.a], f = this.vertices[c.b], e = this
			.vertices[c.c], g.sub(e.position, f.position), h.sub(d.position, f.position), g.crossSelf(h), g.isZero() || g.normalize(),
			c.normal.copy(g)
	},
	computeVertexNormals: function() {
		var a, b, c, d;
		if (this.__tmpVertices === void 0) {
			d = this.__tmpVertices = Array(this.vertices.length);
			a = 0;
			for (b = this.vertices.length; a < b; a++) d[a] = new THREE.Vector3;
			a = 0;
			for (b = this.faces.length; a < b; a++)
				if (c =
					this.faces[a], c instanceof THREE.Face3) c.vertexNormals = [new THREE.Vector3, new THREE.Vector3, new THREE.Vector3];
				else if (c instanceof THREE.Face4) c.vertexNormals = [new THREE.Vector3, new THREE.Vector3, new THREE.Vector3,
				new THREE.Vector3
			]
		} else {
			d = this.__tmpVertices;
			a = 0;
			for (b = this.vertices.length; a < b; a++) d[a].set(0, 0, 0)
		}
		a = 0;
		for (b = this.faces.length; a < b; a++) c = this.faces[a], c instanceof THREE.Face3 ? (d[c.a].addSelf(c.normal), d[
			c.b].addSelf(c.normal), d[c.c].addSelf(c.normal)) : c instanceof THREE.Face4 && (d[c.a].addSelf(c.normal),
			d[c.b].addSelf(c.normal), d[c.c].addSelf(c.normal), d[c.d].addSelf(c.normal));
		a = 0;
		for (b = this.vertices.length; a < b; a++) d[a].normalize();
		a = 0;
		for (b = this.faces.length; a < b; a++) c = this.faces[a], c instanceof THREE.Face3 ? (c.vertexNormals[0].copy(d[c.a]),
			c.vertexNormals[1].copy(d[c.b]), c.vertexNormals[2].copy(d[c.c])) : c instanceof THREE.Face4 && (c.vertexNormals[
			0].copy(d[c.a]), c.vertexNormals[1].copy(d[c.b]), c.vertexNormals[2].copy(d[c.c]), c.vertexNormals[3].copy(d[c.d]))
	},
	computeTangents: function() {
		function a(a,
			b, c, d, e, f, D) {
			h = a.vertices[b].position;
			m = a.vertices[c].position;
			l = a.vertices[d].position;
			j = g[e];
			i = g[f];
			n = g[D];
			o = m.x - h.x;
			p = l.x - h.x;
			k = m.y - h.y;
			s = l.y - h.y;
			K = m.z - h.z;
			C = l.z - h.z;
			Q = i.u - j.u;
			O = n.u - j.u;
			w = i.v - j.v;
			F = n.v - j.v;
			z = 1 / (Q * F - O * w);
			E.set((F * o - w * p) * z, (F * k - w * s) * z, (F * K - w * C) * z);
			N.set((Q * p - O * o) * z, (Q * s - O * k) * z, (Q * C - O * K) * z);
			u[b].addSelf(E);
			u[c].addSelf(E);
			u[d].addSelf(E);
			r[b].addSelf(N);
			r[c].addSelf(N);
			r[d].addSelf(N)
		}
		var b, c, d, f, e, g, h, m, l, j, i, n, o, p, k, s, K, C, Q, O, w, F, z, D, u = [],
			r = [],
			E = new THREE.Vector3,
			N = new THREE.Vector3,
			W = new THREE.Vector3,
			da = new THREE.Vector3,
			G = new THREE.Vector3;
		b = 0;
		for (c = this.vertices.length; b < c; b++) u[b] = new THREE.Vector3, r[b] = new THREE.Vector3;
		b = 0;
		for (c = this.faces.length; b < c; b++) e = this.faces[b], g = this.faceVertexUvs[0][b], e instanceof THREE.Face3 ?
			a(this, e.a, e.b, e.c, 0, 1, 2) : e instanceof THREE.Face4 && (a(this, e.a, e.b, e.c, 0, 1, 2), a(this, e.a, e.b,
				e.d, 0, 1, 3));
		var H = ["a", "b", "c", "d"];
		b = 0;
		for (c = this.faces.length; b < c; b++) {
			e = this.faces[b];
			for (d = 0; d < e.vertexNormals.length; d++) G.copy(e.vertexNormals[d]), f = e[H[d]],
				D = u[f], W.copy(D), W.subSelf(G.multiplyScalar(G.dot(D))).normalize(), da.cross(e.vertexNormals[d], D), f = da.dot(
					r[f]), f = f < 0 ? -1 : 1, e.vertexTangents[d] = new THREE.Vector4(W.x, W.y, W.z, f)
		}
		this.hasTangents = !0
	},
	computeBoundingBox: function() {
		var a;
		if (this.vertices.length > 0) {
			this.boundingBox = {
				x: [this.vertices[0].position.x, this.vertices[0].position.x],
				y: [this.vertices[0].position.y, this.vertices[0].position.y],
				z: [this.vertices[0].position.z, this.vertices[0].position.z]
			};
			for (var b = 1, c = this.vertices.length; b < c; b++) {
				a =
					this.vertices[b];
				if (a.position.x < this.boundingBox.x[0]) this.boundingBox.x[0] = a.position.x;
				else if (a.position.x > this.boundingBox.x[1]) this.boundingBox.x[1] = a.position.x;
				if (a.position.y < this.boundingBox.y[0]) this.boundingBox.y[0] = a.position.y;
				else if (a.position.y > this.boundingBox.y[1]) this.boundingBox.y[1] = a.position.y;
				if (a.position.z < this.boundingBox.z[0]) this.boundingBox.z[0] = a.position.z;
				else if (a.position.z > this.boundingBox.z[1]) this.boundingBox.z[1] = a.position.z
			}
		}
	},
	computeBoundingSphere: function() {
		for (var a =
				0, b = 0, c = this.vertices.length; b < c; b++) a = Math.max(a, this.vertices[b].position.length());
		this.boundingSphere = {
			radius: a
		}
	},
	mergeVertices: function() {
		var a = {},
			b = [],
			c = [],
			d, f = Math.pow(10, 4),
			e, g;
		e = 0;
		for (g = this.vertices.length; e < g; e++) d = this.vertices[e].position, d = [Math.round(d.x * f), Math.round(d.y *
				f), Math.round(d.z * f)].join("_"), a[d] === void 0 ? (a[d] = e, b.push(this.vertices[e]), c[e] = b.length - 1) :
			c[e] = c[a[d]];
		e = 0;
		for (g = this.faces.length; e < g; e++)
			if (a = this.faces[e], a instanceof THREE.Face3) a.a = c[a.a], a.b = c[a.b], a.c =
				c[a.c];
			else if (a instanceof THREE.Face4) a.a = c[a.a], a.b = c[a.b], a.c = c[a.c], a.d = c[a.d];
		this.vertices = b
	}
};
THREE.GeometryCount = 0;
THREE.Camera = function() {
	if (arguments.length) return console.warn("DEPRECATED: Camera() is now PerspectiveCamera() or OrthographicCamera()."),
		new THREE.PerspectiveCamera(arguments[0], arguments[1], arguments[2], arguments[3]);
	THREE.Object3D.call(this);
	this.matrixWorldInverse = new THREE.Matrix4;
	this.projectionMatrix = new THREE.Matrix4;
	this.projectionMatrixInverse = new THREE.Matrix4
};
THREE.Camera.prototype = new THREE.Object3D;
THREE.Camera.prototype.constructor = THREE.Camera;
THREE.Camera.prototype.lookAt = function(a) {
	this.matrix.lookAt(this.position, a, this.up);
	this.rotationAutoUpdate && this.rotation.setRotationFromMatrix(this.matrix)
};
THREE.OrthographicCamera = function(a, b, c, d, f, e) {
	THREE.Camera.call(this);
	this.left = a;
	this.right = b;
	this.top = c;
	this.bottom = d;
	this.near = f !== void 0 ? f : 0.1;
	this.far = e !== void 0 ? e : 2E3;
	this.updateProjectionMatrix()
};
THREE.OrthographicCamera.prototype = new THREE.Camera;
THREE.OrthographicCamera.prototype.constructor = THREE.OrthographicCamera;
THREE.OrthographicCamera.prototype.updateProjectionMatrix = function() {
	this.projectionMatrix = THREE.Matrix4.makeOrtho(this.left, this.right, this.top, this.bottom, this.near, this.far)
};
THREE.PerspectiveCamera = function(a, b, c, d) {
	THREE.Camera.call(this);
	this.fov = a !== void 0 ? a : 50;
	this.aspect = b !== void 0 ? b : 1;
	this.near = c !== void 0 ? c : 0.1;
	this.far = d !== void 0 ? d : 2E3;
	this.updateProjectionMatrix()
};
THREE.PerspectiveCamera.prototype = new THREE.Camera;
THREE.PerspectiveCamera.prototype.constructor = THREE.PerspectiveCamera;
THREE.PerspectiveCamera.prototype.setLens = function(a, b) {
	this.fov = 2 * Math.atan((b !== void 0 ? b : 43.25) / (a * 2));
	this.fov *= 180 / Math.PI;
	this.updateProjectionMatrix()
};
THREE.PerspectiveCamera.prototype.setViewOffset = function(a, b, c, d, f, e) {
	this.fullWidth = a;
	this.fullHeight = b;
	this.x = c;
	this.y = d;
	this.width = f;
	this.height = e;
	this.updateProjectionMatrix()
};
THREE.PerspectiveCamera.prototype.updateProjectionMatrix = function() {
	if (this.fullWidth) {
		var a = this.fullWidth / this.fullHeight,
			b = Math.tan(this.fov * Math.PI / 360) * this.near,
			c = -b,
			d = a * c,
			a = Math.abs(a * b - d),
			c = Math.abs(b - c);
		this.projectionMatrix = THREE.Matrix4.makeFrustum(d + this.x * a / this.fullWidth, d + (this.x + this.width) * a /
			this.fullWidth, b - (this.y + this.height) * c / this.fullHeight, b - this.y * c / this.fullHeight, this.near,
			this.far)
	} else this.projectionMatrix = THREE.Matrix4.makePerspective(this.fov, this.aspect, this.near,
		this.far)
};
THREE.Light = function(a) {
	THREE.Object3D.call(this);
	this.color = new THREE.Color(a)
};
THREE.Light.prototype = new THREE.Object3D;
THREE.Light.prototype.constructor = THREE.Light;
THREE.Light.prototype.supr = THREE.Object3D.prototype;
THREE.AmbientLight = function(a) {
	THREE.Light.call(this, a)
};
THREE.AmbientLight.prototype = new THREE.Light;
THREE.AmbientLight.prototype.constructor = THREE.AmbientLight;
THREE.DirectionalLight = function(a, b, c) {
	THREE.Light.call(this, a);
	this.position = new THREE.Vector3(0, 1, 0);
	this.intensity = b !== void 0 ? b : 1;
	this.distance = c !== void 0 ? c : 0
};
THREE.DirectionalLight.prototype = new THREE.Light;
THREE.DirectionalLight.prototype.constructor = THREE.DirectionalLight;
THREE.PointLight = function(a, b, c) {
	THREE.Light.call(this, a);
	this.position = new THREE.Vector3(0, 0, 0);
	this.intensity = b !== void 0 ? b : 1;
	this.distance = c !== void 0 ? c : 0
};
THREE.PointLight.prototype = new THREE.Light;
THREE.PointLight.prototype.constructor = THREE.PointLight;
THREE.Material = function(a) {
	this.name = "";
	this.id = THREE.MaterialCount++;
	a = a || {};
	this.opacity = a.opacity !== void 0 ? a.opacity : 1;
	this.transparent = a.transparent !== void 0 ? a.transparent : !1;
	this.blending = a.blending !== void 0 ? a.blending : THREE.NormalBlending;
	this.depthTest = a.depthTest !== void 0 ? a.depthTest : !0;
	this.depthWrite = a.depthWrite !== void 0 ? a.depthWrite : !0;
	this.polygonOffset = a.polygonOffset !== void 0 ? a.polygonOffset : !1;
	this.polygonOffsetFactor = a.polygonOffsetFactor !== void 0 ? a.polygonOffsetFactor : 0;
	this.polygonOffsetUnits =
		a.polygonOffsetUnits !== void 0 ? a.polygonOffsetUnits : 0;
	this.alphaTest = a.alphaTest !== void 0 ? a.alphaTest : 0;
	this.overdraw = a.overdraw !== void 0 ? a.overdraw : !1
};
THREE.MaterialCount = 0;
THREE.NoShading = 0;
THREE.FlatShading = 1;
THREE.SmoothShading = 2;
THREE.NoColors = 0;
THREE.FaceColors = 1;
THREE.VertexColors = 2;
THREE.NormalBlending = 0;
THREE.AdditiveBlending = 1;
THREE.SubtractiveBlending = 2;
THREE.MultiplyBlending = 3;
THREE.AdditiveAlphaBlending = 4;
THREE.LineBasicMaterial = function(a) {
	THREE.Material.call(this, a);
	a = a || {};
	this.color = a.color !== void 0 ? new THREE.Color(a.color) : new THREE.Color(16777215);
	this.linewidth = a.linewidth !== void 0 ? a.linewidth : 1;
	this.linecap = a.linecap !== void 0 ? a.linecap : "round";
	this.linejoin = a.linejoin !== void 0 ? a.linejoin : "round";
	this.vertexColors = a.vertexColors ? a.vertexColors : !1;
	this.fog = a.fog !== void 0 ? a.fog : !0
};
THREE.LineBasicMaterial.prototype = new THREE.Material;
THREE.LineBasicMaterial.prototype.constructor = THREE.LineBasicMaterial;
THREE.MeshBasicMaterial = function(a) {
	THREE.Material.call(this, a);
	a = a || {};
	this.color = a.color !== void 0 ? new THREE.Color(a.color) : new THREE.Color(16777215);
	this.map = a.map !== void 0 ? a.map : null;
	this.lightMap = a.lightMap !== void 0 ? a.lightMap : null;
	this.envMap = a.envMap !== void 0 ? a.envMap : null;
	this.combine = a.combine !== void 0 ? a.combine : THREE.MultiplyOperation;
	this.reflectivity = a.reflectivity !== void 0 ? a.reflectivity : 1;
	this.refractionRatio = a.refractionRatio !== void 0 ? a.refractionRatio : 0.98;
	this.fog = a.fog !== void 0 ? a.fog :
		!0;
	this.shading = a.shading !== void 0 ? a.shading : THREE.SmoothShading;
	this.wireframe = a.wireframe !== void 0 ? a.wireframe : !1;
	this.wireframeLinewidth = a.wireframeLinewidth !== void 0 ? a.wireframeLinewidth : 1;
	this.wireframeLinecap = a.wireframeLinecap !== void 0 ? a.wireframeLinecap : "round";
	this.wireframeLinejoin = a.wireframeLinejoin !== void 0 ? a.wireframeLinejoin : "round";
	this.vertexColors = a.vertexColors !== void 0 ? a.vertexColors : !1;
	this.skinning = a.skinning !== void 0 ? a.skinning : !1;
	this.morphTargets = a.morphTargets !== void 0 ? a.morphTargets :
		!1
};
THREE.MeshBasicMaterial.prototype = new THREE.Material;
THREE.MeshBasicMaterial.prototype.constructor = THREE.MeshBasicMaterial;
THREE.MeshLambertMaterial = function(a) {
	THREE.Material.call(this, a);
	a = a || {};
	this.color = a.color !== void 0 ? new THREE.Color(a.color) : new THREE.Color(16777215);
	this.ambient = a.ambient !== void 0 ? new THREE.Color(a.ambient) : new THREE.Color(328965);
	this.map = a.map !== void 0 ? a.map : null;
	this.lightMap = a.lightMap !== void 0 ? a.lightMap : null;
	this.envMap = a.envMap !== void 0 ? a.envMap : null;
	this.combine = a.combine !== void 0 ? a.combine : THREE.MultiplyOperation;
	this.reflectivity = a.reflectivity !== void 0 ? a.reflectivity : 1;
	this.refractionRatio =
		a.refractionRatio !== void 0 ? a.refractionRatio : 0.98;
	this.fog = a.fog !== void 0 ? a.fog : !0;
	this.shading = a.shading !== void 0 ? a.shading : THREE.SmoothShading;
	this.wireframe = a.wireframe !== void 0 ? a.wireframe : !1;
	this.wireframeLinewidth = a.wireframeLinewidth !== void 0 ? a.wireframeLinewidth : 1;
	this.wireframeLinecap = a.wireframeLinecap !== void 0 ? a.wireframeLinecap : "round";
	this.wireframeLinejoin = a.wireframeLinejoin !== void 0 ? a.wireframeLinejoin : "round";
	this.vertexColors = a.vertexColors !== void 0 ? a.vertexColors : !1;
	this.skinning =
		a.skinning !== void 0 ? a.skinning : !1;
	this.morphTargets = a.morphTargets !== void 0 ? a.morphTargets : !1
};
THREE.MeshLambertMaterial.prototype = new THREE.Material;
THREE.MeshLambertMaterial.prototype.constructor = THREE.MeshLambertMaterial;
THREE.MeshPhongMaterial = function(a) {
	THREE.Material.call(this, a);
	a = a || {};
	this.color = a.color !== void 0 ? new THREE.Color(a.color) : new THREE.Color(16777215);
	this.ambient = a.ambient !== void 0 ? new THREE.Color(a.ambient) : new THREE.Color(328965);
	this.specular = a.specular !== void 0 ? new THREE.Color(a.specular) : new THREE.Color(1118481);
	this.shininess = a.shininess !== void 0 ? a.shininess : 30;
	this.metal = a.metal !== void 0 ? a.metal : !1;
	this.perPixel = a.perPixel !== void 0 ? a.perPixel : !1;
	this.map = a.map !== void 0 ? a.map : null;
	this.lightMap =
		a.lightMap !== void 0 ? a.lightMap : null;
	this.envMap = a.envMap !== void 0 ? a.envMap : null;
	this.combine = a.combine !== void 0 ? a.combine : THREE.MultiplyOperation;
	this.reflectivity = a.reflectivity !== void 0 ? a.reflectivity : 1;
	this.refractionRatio = a.refractionRatio !== void 0 ? a.refractionRatio : 0.98;
	this.fog = a.fog !== void 0 ? a.fog : !0;
	this.shading = a.shading !== void 0 ? a.shading : THREE.SmoothShading;
	this.wireframe = a.wireframe !== void 0 ? a.wireframe : !1;
	this.wireframeLinewidth = a.wireframeLinewidth !== void 0 ? a.wireframeLinewidth : 1;
	this.wireframeLinecap =
		a.wireframeLinecap !== void 0 ? a.wireframeLinecap : "round";
	this.wireframeLinejoin = a.wireframeLinejoin !== void 0 ? a.wireframeLinejoin : "round";
	this.vertexColors = a.vertexColors !== void 0 ? a.vertexColors : !1;
	this.skinning = a.skinning !== void 0 ? a.skinning : !1;
	this.morphTargets = a.morphTargets !== void 0 ? a.morphTargets : !1
};
THREE.MeshPhongMaterial.prototype = new THREE.Material;
THREE.MeshPhongMaterial.prototype.constructor = THREE.MeshPhongMaterial;
THREE.MeshDepthMaterial = function(a) {
	THREE.Material.call(this, a);
	a = a || {};
	this.shading = a.shading !== void 0 ? a.shading : THREE.SmoothShading;
	this.wireframe = a.wireframe !== void 0 ? a.wireframe : !1;
	this.wireframeLinewidth = a.wireframeLinewidth !== void 0 ? a.wireframeLinewidth : 1
};
THREE.MeshDepthMaterial.prototype = new THREE.Material;
THREE.MeshDepthMaterial.prototype.constructor = THREE.MeshDepthMaterial;
THREE.MeshNormalMaterial = function(a) {
	THREE.Material.call(this, a);
	a = a || {};
	this.shading = a.shading ? a.shading : THREE.FlatShading;
	this.wireframe = a.wireframe ? a.wireframe : !1;
	this.wireframeLinewidth = a.wireframeLinewidth ? a.wireframeLinewidth : 1
};
THREE.MeshNormalMaterial.prototype = new THREE.Material;
THREE.MeshNormalMaterial.prototype.constructor = THREE.MeshNormalMaterial;
THREE.MeshFaceMaterial = function() {};
THREE.ParticleBasicMaterial = function(a) {
	THREE.Material.call(this, a);
	a = a || {};
	this.color = a.color !== void 0 ? new THREE.Color(a.color) : new THREE.Color(16777215);
	this.map = a.map !== void 0 ? a.map : null;
	this.size = a.size !== void 0 ? a.size : 1;
	this.sizeAttenuation = a.sizeAttenuation !== void 0 ? a.sizeAttenuation : !0;
	this.vertexColors = a.vertexColors !== void 0 ? a.vertexColors : !1;
	this.fog = a.fog !== void 0 ? a.fog : !0
};
THREE.ParticleBasicMaterial.prototype = new THREE.Material;
THREE.ParticleBasicMaterial.prototype.constructor = THREE.ParticleBasicMaterial;
THREE.ParticleCanvasMaterial = function(a) {
	THREE.Material.call(this, a);
	a = a || {};
	this.color = a.color !== void 0 ? new THREE.Color(a.color) : new THREE.Color(16777215);
	this.program = a.program !== void 0 ? a.program : function() {}
};
THREE.ParticleCanvasMaterial.prototype = new THREE.Material;
THREE.ParticleCanvasMaterial.prototype.constructor = THREE.ParticleCanvasMaterial;
THREE.Texture = function(a, b, c, d, f, e) {
	this.id = THREE.TextureCount++;
	this.image = a;
	this.mapping = b !== void 0 ? b : new THREE.UVMapping;
	this.wrapS = c !== void 0 ? c : THREE.ClampToEdgeWrapping;
	this.wrapT = d !== void 0 ? d : THREE.ClampToEdgeWrapping;
	this.magFilter = f !== void 0 ? f : THREE.LinearFilter;
	this.minFilter = e !== void 0 ? e : THREE.LinearMipMapLinearFilter;
	this.offset = new THREE.Vector2(0, 0);
	this.repeat = new THREE.Vector2(1, 1);
	this.needsUpdate = !1;
	this.onUpdate = null
};
THREE.Texture.prototype = {
	constructor: THREE.Texture,
	clone: function() {
		var a = new THREE.Texture(this.image, this.mapping, this.wrapS, this.wrapT, this.magFilter, this.minFilter);
		a.offset.copy(this.offset);
		a.repeat.copy(this.repeat);
		return a
	}
};
THREE.TextureCount = 0;
THREE.MultiplyOperation = 0;
THREE.MixOperation = 1;
THREE.CubeReflectionMapping = function() {};
THREE.CubeRefractionMapping = function() {};
THREE.LatitudeReflectionMapping = function() {};
THREE.LatitudeRefractionMapping = function() {};
THREE.SphericalReflectionMapping = function() {};
THREE.SphericalRefractionMapping = function() {};
THREE.UVMapping = function() {};
THREE.RepeatWrapping = 0;
THREE.ClampToEdgeWrapping = 1;
THREE.MirroredRepeatWrapping = 2;
THREE.NearestFilter = 3;
THREE.NearestMipMapNearestFilter = 4;
THREE.NearestMipMapLinearFilter = 5;
THREE.LinearFilter = 6;
THREE.LinearMipMapNearestFilter = 7;
THREE.LinearMipMapLinearFilter = 8;
THREE.ByteType = 9;
THREE.UnsignedByteType = 10;
THREE.ShortType = 11;
THREE.UnsignedShortType = 12;
THREE.IntType = 13;
THREE.UnsignedIntType = 14;
THREE.FloatType = 15;
THREE.AlphaFormat = 16;
THREE.RGBFormat = 17;
THREE.RGBAFormat = 18;
THREE.LuminanceFormat = 19;
THREE.LuminanceAlphaFormat = 20;
THREE.Particle = function(a) {
	THREE.Object3D.call(this);
	this.material = a
};
THREE.Particle.prototype = new THREE.Object3D;
THREE.Particle.prototype.constructor = THREE.Particle;
THREE.Line = function(a, b, c) {
	THREE.Object3D.call(this);
	this.geometry = a;
	this.material = b;
	this.type = c !== void 0 ? c : THREE.LineStrip;
	this.geometry && (this.geometry.boundingSphere || this.geometry.computeBoundingSphere())
};
THREE.LineStrip = 0;
THREE.LinePieces = 1;
THREE.Line.prototype = new THREE.Object3D;
THREE.Line.prototype.constructor = THREE.Line;
THREE.Mesh = function(a, b) {
	THREE.Object3D.call(this);
	this.geometry = a;
	this.material = b;
	if (b instanceof Array) console.warn(
		"DEPRECATED: Mesh material can no longer be an Array. Using material at index 0..."), this.material = b[0];
	if (this.geometry && (this.geometry.boundingSphere || this.geometry.computeBoundingSphere(), this.boundRadius = a.boundingSphere
			.radius, this.geometry.morphTargets.length)) {
		this.morphTargetBase = -1;
		this.morphTargetForcedOrder = [];
		this.morphTargetInfluences = [];
		this.morphTargetDictionary = {};
		for (var c = 0; c < this.geometry.morphTargets.length; c++) this.morphTargetInfluences.push(0), this.morphTargetDictionary[
			this.geometry.morphTargets[c].name] = c
	}
};
THREE.Mesh.prototype = new THREE.Object3D;
THREE.Mesh.prototype.constructor = THREE.Mesh;
THREE.Mesh.prototype.supr = THREE.Object3D.prototype;
THREE.Mesh.prototype.getMorphTargetIndexByName = function(a) {
	if (this.morphTargetDictionary[a] !== void 0) return this.morphTargetDictionary[a];
	console.log("THREE.Mesh.getMorphTargetIndexByName: morph target " + a + " does not exist. Returning 0.");
	return 0
};
THREE.Bone = function(a) {
	THREE.Object3D.call(this);
	this.skin = a;
	this.skinMatrix = new THREE.Matrix4
};
THREE.Bone.prototype = new THREE.Object3D;
THREE.Bone.prototype.constructor = THREE.Bone;
THREE.Bone.prototype.supr = THREE.Object3D.prototype;
THREE.Bone.prototype.update = function(a, b) {
	this.matrixAutoUpdate && (b |= this.updateMatrix());
	if (b || this.matrixWorldNeedsUpdate) a ? this.skinMatrix.multiply(a, this.matrix) : this.skinMatrix.copy(this.matrix),
		this.matrixWorldNeedsUpdate = !1, b = !0;
	var c, d = this.children.length;
	for (c = 0; c < d; c++) this.children[c].update(this.skinMatrix, b)
};
THREE.Sprite = function(a) {
	THREE.Object3D.call(this);
	this.color = a.color !== void 0 ? new THREE.Color(a.color) : new THREE.Color(16777215);
	this.map = a.map instanceof THREE.Texture ? a.map : THREE.ImageUtils.loadTexture(a.map);
	this.blending = a.blending !== void 0 ? a.blending : THREE.NormalBlending;
	this.useScreenCoordinates = a.useScreenCoordinates !== void 0 ? a.useScreenCoordinates : !0;
	this.mergeWith3D = a.mergeWith3D !== void 0 ? a.mergeWith3D : !this.useScreenCoordinates;
	this.affectedByDistance = a.affectedByDistance !== void 0 ? a.affectedByDistance :
		!this.useScreenCoordinates;
	this.scaleByViewport = a.scaleByViewport !== void 0 ? a.scaleByViewport : !this.affectedByDistance;
	this.alignment = a.alignment instanceof THREE.Vector2 ? a.alignment : THREE.SpriteAlignment.center;
	this.rotation3d = this.rotation;
	this.rotation = 0;
	this.opacity = 1;
	this.uvOffset = new THREE.Vector2(0, 0);
	this.uvScale = new THREE.Vector2(1, 1)
};
THREE.Sprite.prototype = new THREE.Object3D;
THREE.Sprite.prototype.constructor = THREE.Sprite;
THREE.Sprite.prototype.updateMatrix = function() {
	this.matrix.setPosition(this.position);
	this.rotation3d.set(0, 0, this.rotation);
	this.matrix.setRotationFromEuler(this.rotation3d);
	if (this.scale.x !== 1 || this.scale.y !== 1) this.matrix.scale(this.scale), this.boundRadiusScale = Math.max(this.scale
		.x, this.scale.y);
	this.matrixWorldNeedsUpdate = !0
};
THREE.SpriteAlignment = {};
THREE.SpriteAlignment.topLeft = new THREE.Vector2(1, -1);
THREE.SpriteAlignment.topCenter = new THREE.Vector2(0, -1);
THREE.SpriteAlignment.topRight = new THREE.Vector2(-1, -1);
THREE.SpriteAlignment.centerLeft = new THREE.Vector2(1, 0);
THREE.SpriteAlignment.center = new THREE.Vector2(0, 0);
THREE.SpriteAlignment.centerRight = new THREE.Vector2(-1, 0);
THREE.SpriteAlignment.bottomLeft = new THREE.Vector2(1, 1);
THREE.SpriteAlignment.bottomCenter = new THREE.Vector2(0, 1);
THREE.SpriteAlignment.bottomRight = new THREE.Vector2(-1, 1);
THREE.Scene = function() {
	THREE.Object3D.call(this);
	this.overrideMaterial = this.fog = null;
	this.matrixAutoUpdate = !1;
	this.objects = [];
	this.lights = [];
	this.__objectsAdded = [];
	this.__objectsRemoved = []
};
THREE.Scene.prototype = new THREE.Object3D;
THREE.Scene.prototype.constructor = THREE.Scene;
THREE.Scene.prototype.addObject = function(a) {
	if (a instanceof THREE.Light) this.lights.indexOf(a) === -1 && this.lights.push(a);
	else if (!(a instanceof THREE.Camera || a instanceof THREE.Bone) && this.objects.indexOf(a) === -1) {
		this.objects.push(a);
		this.__objectsAdded.push(a);
		var b = this.__objectsRemoved.indexOf(a);
		b !== -1 && this.__objectsRemoved.splice(b, 1)
	}
	for (b = 0; b < a.children.length; b++) this.addObject(a.children[b])
};
THREE.Scene.prototype.removeObject = function(a) {
	if (a instanceof THREE.Light) {
		var b = this.lights.indexOf(a);
		b !== -1 && this.lights.splice(b, 1)
	} else a instanceof THREE.Camera || (b = this.objects.indexOf(a), b !== -1 && (this.objects.splice(b, 1), this.__objectsRemoved
		.push(a), b = this.__objectsAdded.indexOf(a), b !== -1 && this.__objectsAdded.splice(b, 1)));
	for (b = 0; b < a.children.length; b++) this.removeObject(a.children[b])
};
THREE.CanvasRenderer = function(a) {
	function b(a) {
		if (C != a) k.globalAlpha = C = a
	}

	function c(a) {
		if (Q != a) {
			switch (a) {
				case THREE.NormalBlending:
					k.globalCompositeOperation = "source-over";
					break;
				case THREE.AdditiveBlending:
					k.globalCompositeOperation = "lighter";
					break;
				case THREE.SubtractiveBlending:
					k.globalCompositeOperation = "darker"
			}
			Q = a
		}
	}

	function d(a) {
		if (O != a) k.strokeStyle = O = a
	}

	function f(a) {
		if (w != a) k.fillStyle = w = a
	}
	var e = this,
		g, h, m, l = new THREE.Projector,
		a = a || {},
		j = a.canvas !== void 0 ? a.canvas : document.createElement("canvas"),
		i, n, o, p, k = j.getContext("2d"),
		s = new THREE.Color(0),
		K = 0,
		C = 1,
		Q = 0,
		O = null,
		w = null,
		F = null,
		z = null,
		D = null,
		u, r, E, N, W = new THREE.RenderableVertex,
		da = new THREE.RenderableVertex,
		G, H, I, Y, L, B, S, v, R, P, V, J, t = new THREE.Color,
		A = new THREE.Color,
		x = new THREE.Color,
		y = new THREE.Color,
		M = new THREE.Color,
		la = [],
		fa = [],
		ga, ha, ea, aa, Ba, Ca, Da, Ea, Fa, Ga, ma = new THREE.Rectangle,
		Z = new THREE.Rectangle,
		X = new THREE.Rectangle,
		ya = !1,
		$ = new THREE.Color,
		ta = new THREE.Color,
		ua = new THREE.Color,
		T = new THREE.Vector3,
		qa, ra, za, ba, sa, va, a = 16;
	qa = document.createElement("canvas");
	qa.width = qa.height = 2;
	ra = qa.getContext("2d");
	ra.fillStyle = "rgba(0,0,0,1)";
	ra.fillRect(0, 0, 2, 2);
	za = ra.getImageData(0, 0, 2, 2);
	ba = za.data;
	sa = document.createElement("canvas");
	sa.width = sa.height = a;
	va = sa.getContext("2d");
	va.translate(-a / 2, -a / 2);
	va.scale(a, a);
	a--;
	this.domElement = j;
	this.sortElements = this.sortObjects = this.autoClear = !0;
	this.info = {
		render: {
			vertices: 0,
			faces: 0
		}
	};
	this.setSize = function(a, b) {
		i = a;
		n = b;
		o = Math.floor(i / 2);
		p = Math.floor(n / 2);
		j.width = i;
		j.height = n;
		ma.set(-o, -p, o, p);
		Z.set(-o, -p, o, p);
		C = 1;
		Q = 0;
		D = z = F = w = O = null
	};
	this.setClearColor = function(a, b) {
		s.copy(a);
		K = b;
		Z.set(-o, -p, o, p)
	};
	this.setClearColorHex = function(a, b) {
		s.setHex(a);
		K = b;
		Z.set(-o, -p, o, p)
	};
	this.clear = function() {
		k.setTransform(1, 0, 0, -1, o, p);
		Z.isEmpty() || (Z.minSelf(ma), Z.inflate(2), K < 1 && k.clearRect(Math.floor(Z.getX()), Math.floor(Z.getY()), Math.floor(
			Z.getWidth()), Math.floor(Z.getHeight())), K > 0 && (c(THREE.NormalBlending), b(1), f("rgba(" + Math.floor(s.r *
			255) + "," + Math.floor(s.g * 255) + "," + Math.floor(s.b * 255) + "," + K + ")"), k.fillRect(Math.floor(Z.getX()),
			Math.floor(Z.getY()), Math.floor(Z.getWidth()), Math.floor(Z.getHeight()))), Z.empty())
	};
	this.render = function(a, j) {
		function i(a) {
			var b, c, d, e;
			$.setRGB(0, 0, 0);
			ta.setRGB(0, 0, 0);
			ua.setRGB(0, 0, 0);
			b = 0;
			for (c = a.length; b < c; b++) d = a[b], e = d.color, d instanceof THREE.AmbientLight ? ($.r += e.r, $.g += e.g, $
					.b += e.b) : d instanceof THREE.DirectionalLight ? (ta.r += e.r, ta.g += e.g, ta.b += e.b) : d instanceof THREE.PointLight &&
				(ua.r += e.r, ua.g += e.g, ua.b += e.b)
		}

		function n(a, b, c, d) {
			var e, f, g, h, k, j;
			e = 0;
			for (f = a.length; e < f; e++) g = a[e], h = g.color,
				g instanceof THREE.DirectionalLight ? (k = g.matrixWorld.getPosition(), j = c.dot(k), j <= 0 || (j *= g.intensity,
					d.r += h.r * j, d.g += h.g * j, d.b += h.b * j)) : g instanceof THREE.PointLight && (k = g.matrixWorld.getPosition(),
					j = c.dot(T.sub(k, b).normalize()), j <= 0 || (j *= g.distance == 0 ? 1 : 1 - Math.min(b.distanceTo(k) / g.distance,
						1), j != 0 && (j *= g.intensity, d.r += h.r * j, d.g += h.g * j, d.b += h.b * j)))
		}

		function s(a, e, g) {
			b(g.opacity);
			c(g.blending);
			var h, j, i, m, q, n;
			if (g instanceof THREE.ParticleBasicMaterial) {
				if (g.map) m = g.map.image, q = m.width >> 1, n = m.height >>
					1, g = e.scale.x * o, i = e.scale.y * p, h = g * q, j = i * n, X.set(a.x - h, a.y - j, a.x + h, a.y + j), ma.intersects(
						X) && (k.save(), k.translate(a.x, a.y), k.rotate(-e.rotation), k.scale(g, -i), k.translate(-q, -n), k.drawImage(
						m, 0, 0), k.restore())
			} else g instanceof THREE.ParticleCanvasMaterial && (h = e.scale.x * o, j = e.scale.y * p, X.set(a.x - h, a.y - j,
				a.x + h, a.y + j), ma.intersects(X) && (d(g.color.getContextStyle()), f(g.color.getContextStyle()), k.save(), k
				.translate(a.x, a.y), k.rotate(-e.rotation), k.scale(h, j), g.program(k), k.restore()))
		}

		function w(a, e,
			f, g) {
			b(g.opacity);
			c(g.blending);
			k.beginPath();
			k.moveTo(a.positionScreen.x, a.positionScreen.y);
			k.lineTo(e.positionScreen.x, e.positionScreen.y);
			k.closePath();
			if (g instanceof THREE.LineBasicMaterial) {
				a = g.linewidth;
				if (F != a) k.lineWidth = F = a;
				a = g.linecap;
				if (z != a) k.lineCap = z = a;
				a = g.linejoin;
				if (D != a) k.lineJoin = D = a;
				d(g.color.getContextStyle());
				k.stroke();
				X.inflate(g.linewidth * 2)
			}
		}

		function C(a, d, f, g, h, k, i, q) {
			e.info.render.vertices += 3;
			e.info.render.faces++;
			b(q.opacity);
			c(q.blending);
			G = a.positionScreen.x;
			H = a.positionScreen.y;
			I = d.positionScreen.x;
			Y = d.positionScreen.y;
			L = f.positionScreen.x;
			B = f.positionScreen.y;
			K(G, H, I, Y, L, B);
			if (q instanceof THREE.MeshBasicMaterial)
				if (q.map) q.map.mapping instanceof THREE.UVMapping && (aa = i.uvs[0], Aa(G, H, I, Y, L, B, aa[g].u, aa[g].v, aa[
					h].u, aa[h].v, aa[k].u, aa[k].v, q.map));
				else if (q.envMap) {
				if (q.envMap.mapping instanceof THREE.SphericalReflectionMapping) a = j.matrixWorldInverse, T.copy(i.vertexNormalsWorld[
						g]), Ba = (T.x * a.n11 + T.y * a.n12 + T.z * a.n13) * 0.5 + 0.5, Ca = -(T.x * a.n21 + T.y * a.n22 + T.z * a.n23) *
					0.5 + 0.5, T.copy(i.vertexNormalsWorld[h]),
					Da = (T.x * a.n11 + T.y * a.n12 + T.z * a.n13) * 0.5 + 0.5, Ea = -(T.x * a.n21 + T.y * a.n22 + T.z * a.n23) *
					0.5 + 0.5, T.copy(i.vertexNormalsWorld[k]), Fa = (T.x * a.n11 + T.y * a.n12 + T.z * a.n13) * 0.5 + 0.5, Ga = -(T
						.x * a.n21 + T.y * a.n22 + T.z * a.n23) * 0.5 + 0.5, Aa(G, H, I, Y, L, B, Ba, Ca, Da, Ea, Fa, Ga, q.envMap)
			} else q.wireframe ? ja(q.color, q.wireframeLinewidth, q.wireframeLinecap, q.wireframeLinejoin) : ia(q.color);
			else if (q instanceof THREE.MeshLambertMaterial) q.map && !q.wireframe && (q.map.mapping instanceof THREE.UVMapping &&
					(aa = i.uvs[0], Aa(G, H, I, Y, L, B, aa[g].u, aa[g].v,
						aa[h].u, aa[h].v, aa[k].u, aa[k].v, q.map)), c(THREE.SubtractiveBlending)), ya ? !q.wireframe && q.shading ==
				THREE.SmoothShading && i.vertexNormalsWorld.length == 3 ? (A.r = x.r = y.r = $.r, A.g = x.g = y.g = $.g, A.b = x.b =
					y.b = $.b, n(m, i.v1.positionWorld, i.vertexNormalsWorld[0], A), n(m, i.v2.positionWorld, i.vertexNormalsWorld[1],
						x), n(m, i.v3.positionWorld, i.vertexNormalsWorld[2], y), A.r = Math.max(0, Math.min(q.color.r * A.r, 1)), A.g =
					Math.max(0, Math.min(q.color.g * A.g, 1)), A.b = Math.max(0, Math.min(q.color.b * A.b, 1)), x.r = Math.max(0,
						Math.min(q.color.r *
							x.r, 1)), x.g = Math.max(0, Math.min(q.color.g * x.g, 1)), x.b = Math.max(0, Math.min(q.color.b * x.b, 1)), y.r =
					Math.max(0, Math.min(q.color.r * y.r, 1)), y.g = Math.max(0, Math.min(q.color.g * y.g, 1)), y.b = Math.max(0,
						Math.min(q.color.b * y.b, 1)), M.r = (x.r + y.r) * 0.5, M.g = (x.g + y.g) * 0.5, M.b = (x.b + y.b) * 0.5, ea =
					wa(A, x, y, M), oa(G, H, I, Y, L, B, 0, 0, 1, 0, 0, 1, ea)) : (t.r = $.r, t.g = $.g, t.b = $.b, n(m, i.centroidWorld,
					i.normalWorld, t), t.r = Math.max(0, Math.min(q.color.r * t.r, 1)), t.g = Math.max(0, Math.min(q.color.g * t.g,
					1)), t.b = Math.max(0, Math.min(q.color.b * t.b,
					1)), q.wireframe ? ja(t, q.wireframeLinewidth, q.wireframeLinecap, q.wireframeLinejoin) : ia(t)) : q.wireframe ?
				ja(q.color, q.wireframeLinewidth, q.wireframeLinecap, q.wireframeLinejoin) : ia(q.color);
			else if (q instanceof THREE.MeshDepthMaterial) ga = j.near, ha = j.far, A.r = A.g = A.b = 1 - na(a.positionScreen.z,
				ga, ha), x.r = x.g = x.b = 1 - na(d.positionScreen.z, ga, ha), y.r = y.g = y.b = 1 - na(f.positionScreen.z, ga,
				ha), M.r = (x.r + y.r) * 0.5, M.g = (x.g + y.g) * 0.5, M.b = (x.b + y.b) * 0.5, ea = wa(A, x, y, M), oa(G, H, I,
				Y, L, B, 0, 0, 1, 0, 0, 1, ea);
			else if (q instanceof THREE.MeshNormalMaterial) t.r =
				pa(i.normalWorld.x), t.g = pa(i.normalWorld.y), t.b = pa(i.normalWorld.z), q.wireframe ? ja(t, q.wireframeLinewidth,
					q.wireframeLinecap, q.wireframeLinejoin) : ia(t)
		}

		function Q(a, d, f, g, h, k, i, q, o) {
			e.info.render.vertices += 4;
			e.info.render.faces++;
			b(q.opacity);
			c(q.blending);
			if (q.map || q.envMap) C(a, d, g, 0, 1, 3, i, q, o), C(h, f, k, 1, 2, 3, i, q, o);
			else if (G = a.positionScreen.x, H = a.positionScreen.y, I = d.positionScreen.x, Y = d.positionScreen.y, L = f.positionScreen
				.x, B = f.positionScreen.y, S = g.positionScreen.x, v = g.positionScreen.y, R = h.positionScreen.x,
				P = h.positionScreen.y, V = k.positionScreen.x, J = k.positionScreen.y, q instanceof THREE.MeshBasicMaterial) O(G,
					H, I, Y, L, B, S, v), q.wireframe ? ja(q.color, q.wireframeLinewidth, q.wireframeLinecap, q.wireframeLinejoin) :
				ia(q.color);
			else if (q instanceof THREE.MeshLambertMaterial) ya ? !q.wireframe && q.shading == THREE.SmoothShading && i.vertexNormalsWorld
				.length == 4 ? (A.r = x.r = y.r = M.r = $.r, A.g = x.g = y.g = M.g = $.g, A.b = x.b = y.b = M.b = $.b, n(m, i.v1.positionWorld,
						i.vertexNormalsWorld[0], A), n(m, i.v2.positionWorld, i.vertexNormalsWorld[1], x),
					n(m, i.v4.positionWorld, i.vertexNormalsWorld[3], y), n(m, i.v3.positionWorld, i.vertexNormalsWorld[2], M), A.r =
					Math.max(0, Math.min(q.color.r * A.r, 1)), A.g = Math.max(0, Math.min(q.color.g * A.g, 1)), A.b = Math.max(0,
						Math.min(q.color.b * A.b, 1)), x.r = Math.max(0, Math.min(q.color.r * x.r, 1)), x.g = Math.max(0, Math.min(q.color
						.g * x.g, 1)), x.b = Math.max(0, Math.min(q.color.b * x.b, 1)), y.r = Math.max(0, Math.min(q.color.r * y.r, 1)),
					y.g = Math.max(0, Math.min(q.color.g * y.g, 1)), y.b = Math.max(0, Math.min(q.color.b * y.b, 1)), M.r = Math.max(
						0, Math.min(q.color.r *
							M.r, 1)), M.g = Math.max(0, Math.min(q.color.g * M.g, 1)), M.b = Math.max(0, Math.min(q.color.b * M.b, 1)), ea =
					wa(A, x, y, M), K(G, H, I, Y, S, v), oa(G, H, I, Y, S, v, 0, 0, 1, 0, 0, 1, ea), K(R, P, L, B, V, J), oa(R, P, L,
						B, V, J, 1, 0, 1, 1, 0, 1, ea)) : (t.r = $.r, t.g = $.g, t.b = $.b, n(m, i.centroidWorld, i.normalWorld, t), t.r =
					Math.max(0, Math.min(q.color.r * t.r, 1)), t.g = Math.max(0, Math.min(q.color.g * t.g, 1)), t.b = Math.max(0,
						Math.min(q.color.b * t.b, 1)), O(G, H, I, Y, L, B, S, v), q.wireframe ? ja(t, q.wireframeLinewidth, q.wireframeLinecap,
						q.wireframeLinejoin) : ia(t)) : (O(G, H, I,
					Y, L, B, S, v), q.wireframe ? ja(q.color, q.wireframeLinewidth, q.wireframeLinecap, q.wireframeLinejoin) : ia(q
					.color));
			else if (q instanceof THREE.MeshNormalMaterial) t.r = pa(i.normalWorld.x), t.g = pa(i.normalWorld.y), t.b = pa(i.normalWorld
					.z), O(G, H, I, Y, L, B, S, v), q.wireframe ? ja(t, q.wireframeLinewidth, q.wireframeLinecap, q.wireframeLinejoin) :
				ia(t);
			else if (q instanceof THREE.MeshDepthMaterial) ga = j.near, ha = j.far, A.r = A.g = A.b = 1 - na(a.positionScreen.z,
				ga, ha), x.r = x.g = x.b = 1 - na(d.positionScreen.z, ga, ha), y.r = y.g = y.b = 1 - na(g.positionScreen.z,
				ga, ha), M.r = M.g = M.b = 1 - na(f.positionScreen.z, ga, ha), ea = wa(A, x, y, M), K(G, H, I, Y, S, v), oa(G, H,
				I, Y, S, v, 0, 0, 1, 0, 0, 1, ea), K(R, P, L, B, V, J), oa(R, P, L, B, V, J, 1, 0, 1, 1, 0, 1, ea)
		}

		function K(a, b, c, d, e, f) {
			k.beginPath();
			k.moveTo(a, b);
			k.lineTo(c, d);
			k.lineTo(e, f);
			k.lineTo(a, b);
			k.closePath()
		}

		function O(a, b, c, d, e, f, g, h) {
			k.beginPath();
			k.moveTo(a, b);
			k.lineTo(c, d);
			k.lineTo(e, f);
			k.lineTo(g, h);
			k.lineTo(a, b);
			k.closePath()
		}

		function ja(a, b, c, e) {
			if (F != b) k.lineWidth = F = b;
			if (z != c) k.lineCap = z = c;
			if (D != e) k.lineJoin = D = e;
			d(a.getContextStyle());
			k.stroke();
			X.inflate(b * 2)
		}

		function ia(a) {
			f(a.getContextStyle());
			k.fill()
		}

		function Aa(a, b, c, d, e, g, h, i, j, m, o, n, l) {
			if (l.image.width != 0) {
				if (l.needsUpdate == !0 || la[l.id] == void 0) {
					var p = l.wrapS == THREE.RepeatWrapping,
						r = l.wrapT == THREE.RepeatWrapping;
					la[l.id] = k.createPattern(l.image, p && r ? "repeat" : p && !r ? "repeat-x" : !p && r ? "repeat-y" :
						"no-repeat");
					l.needsUpdate = !1
				}
				f(la[l.id]);
				var p = l.offset.x / l.repeat.x,
					r = l.offset.y / l.repeat.y,
					s = l.image.width * l.repeat.x,
					u = l.image.height * l.repeat.y,
					h = (h + p) * s,
					i = (i + r) * u,
					j = (j + p) * s,
					m = (m + r) * u,
					o = (o + p) * s,
					n = (n + r) * u;
				c -= a;
				d -= b;
				e -= a;
				g -= b;
				j -= h;
				m -= i;
				o -= h;
				n -= i;
				p = j * n - o * m;
				if (p == 0) {
					if (fa[l.id] == void 0) b = document.createElement("canvas"), b.width = l.image.width, b.height = l.image.height,
						a = b.getContext("2d"), a.drawImage(l.image, 0, 0), fa[l.id] = a.getImageData(0, 0, l.image.width, l.image.height)
						.data, delete b;
					b = fa[l.id];
					h = (Math.floor(h) + Math.floor(i) * l.image.width) * 4;
					t.setRGB(b[h] / 255, b[h + 1] / 255, b[h + 2] / 255);
					ia(t)
				} else p = 1 / p, l = (n * c - m * e) * p, m = (n * d - m * g) * p, c = (j * e - o * c) * p, d = (j * g - o * d) *
					p, a = a - l * h - c * i, h = b - m * h -
					d * i, k.save(), k.transform(l, m, c, d, a, h), k.fill(), k.restore()
			}
		}

		function oa(a, b, c, d, e, f, g, h, i, j, l, m, o) {
			var n, p;
			n = o.width - 1;
			p = o.height - 1;
			g *= n;
			h *= p;
			i *= n;
			j *= p;
			l *= n;
			m *= p;
			c -= a;
			d -= b;
			e -= a;
			f -= b;
			i -= g;
			j -= h;
			l -= g;
			m -= h;
			p = 1 / (i * m - l * j);
			n = (m * c - j * e) * p;
			j = (m * d - j * f) * p;
			c = (i * e - l * c) * p;
			d = (i * f - l * d) * p;
			a = a - n * g - c * h;
			b = b - j * g - d * h;
			k.save();
			k.transform(n, j, c, d, a, b);
			k.clip();
			k.drawImage(o, 0, 0);
			k.restore()
		}

		function wa(a, b, c, d) {
			var e = ~~(a.r * 255),
				f = ~~(a.g * 255),
				a = ~~(a.b * 255),
				g = ~~(b.r * 255),
				h = ~~(b.g * 255),
				b = ~~(b.b * 255),
				i = ~~(c.r * 255),
				j = ~~(c.g *
					255),
				c = ~~(c.b * 255),
				k = ~~(d.r * 255),
				l = ~~(d.g * 255),
				d = ~~(d.b * 255);
			ba[0] = e < 0 ? 0 : e > 255 ? 255 : e;
			ba[1] = f < 0 ? 0 : f > 255 ? 255 : f;
			ba[2] = a < 0 ? 0 : a > 255 ? 255 : a;
			ba[4] = g < 0 ? 0 : g > 255 ? 255 : g;
			ba[5] = h < 0 ? 0 : h > 255 ? 255 : h;
			ba[6] = b < 0 ? 0 : b > 255 ? 255 : b;
			ba[8] = i < 0 ? 0 : i > 255 ? 255 : i;
			ba[9] = j < 0 ? 0 : j > 255 ? 255 : j;
			ba[10] = c < 0 ? 0 : c > 255 ? 255 : c;
			ba[12] = k < 0 ? 0 : k > 255 ? 255 : k;
			ba[13] = l < 0 ? 0 : l > 255 ? 255 : l;
			ba[14] = d < 0 ? 0 : d > 255 ? 255 : d;
			ra.putImageData(za, 0, 0);
			va.drawImage(qa, 0, 0);
			return sa
		}

		function na(a, b, c) {
			a = (a - b) / (c - b);
			return a * a * (3 - 2 * a)
		}

		function pa(a) {
			a = (a + 1) * 0.5;
			return a < 0 ? 0 : a >
				1 ? 1 : a
		}

		function ka(a, b) {
			var c = b.x - a.x,
				d = b.y - a.y,
				e = c * c + d * d;
			e != 0 && (e = 1 / Math.sqrt(e), c *= e, d *= e, b.x += c, b.y += d, a.x -= c, a.y -= d)
		}
		var xa, Ha, U, ca;
		this.autoClear ? this.clear() : k.setTransform(1, 0, 0, -1, o, p);
		e.info.render.vertices = 0;
		e.info.render.faces = 0;
		g = l.projectScene(a, j, this.sortElements);
		h = g.elements;
		m = g.lights;
		(ya = m.length > 0) && i(m);
		xa = 0;
		for (Ha = h.length; xa < Ha; xa++)
			if (U = h[xa], ca = U.material, ca = ca instanceof THREE.MeshFaceMaterial ? U.faceMaterial : ca, !(ca == null ||
					ca.opacity == 0)) {
				X.empty();
				if (U instanceof THREE.RenderableParticle) u =
					U, u.x *= o, u.y *= p, s(u, U, ca, a);
				else if (U instanceof THREE.RenderableLine) u = U.v1, r = U.v2, u.positionScreen.x *= o, u.positionScreen.y *= p,
					r.positionScreen.x *= o, r.positionScreen.y *= p, X.addPoint(u.positionScreen.x, u.positionScreen.y), X.addPoint(
						r.positionScreen.x, r.positionScreen.y), ma.intersects(X) && w(u, r, U, ca, a);
				else if (U instanceof THREE.RenderableFace3) u = U.v1, r = U.v2, E = U.v3, u.positionScreen.x *= o, u.positionScreen
					.y *= p, r.positionScreen.x *= o, r.positionScreen.y *= p, E.positionScreen.x *= o, E.positionScreen.y *= p, ca.overdraw &&
					(ka(u.positionScreen, r.positionScreen), ka(r.positionScreen, E.positionScreen), ka(E.positionScreen, u.positionScreen)),
					X.add3Points(u.positionScreen.x, u.positionScreen.y, r.positionScreen.x, r.positionScreen.y, E.positionScreen.x,
						E.positionScreen.y), ma.intersects(X) && C(u, r, E, 0, 1, 2, U, ca, a);
				else if (U instanceof THREE.RenderableFace4) u = U.v1, r = U.v2, E = U.v3, N = U.v4, u.positionScreen.x *= o, u.positionScreen
					.y *= p, r.positionScreen.x *= o, r.positionScreen.y *= p, E.positionScreen.x *= o, E.positionScreen.y *= p, N.positionScreen
					.x *=
					o, N.positionScreen.y *= p, W.positionScreen.copy(r.positionScreen), da.positionScreen.copy(N.positionScreen),
					ca.overdraw && (ka(u.positionScreen, r.positionScreen), ka(r.positionScreen, N.positionScreen), ka(N.positionScreen,
						u.positionScreen), ka(E.positionScreen, W.positionScreen), ka(E.positionScreen, da.positionScreen)), X.addPoint(
						u.positionScreen.x, u.positionScreen.y), X.addPoint(r.positionScreen.x, r.positionScreen.y), X.addPoint(E.positionScreen
						.x, E.positionScreen.y), X.addPoint(N.positionScreen.x, N.positionScreen.y),
					ma.intersects(X) && Q(u, r, E, N, W, da, U, ca, a);
				Z.addRectangle(X)
			} k.setTransform(1, 0, 0, 1, 0, 0)
	}
};
THREE.RenderableVertex = function() {
	this.positionWorld = new THREE.Vector3;
	this.positionScreen = new THREE.Vector4;
	this.visible = !0
};
THREE.RenderableVertex.prototype.copy = function(a) {
	this.positionWorld.copy(a.positionWorld);
	this.positionScreen.copy(a.positionScreen)
};
THREE.RenderableFace3 = function() {
	this.v1 = new THREE.RenderableVertex;
	this.v2 = new THREE.RenderableVertex;
	this.v3 = new THREE.RenderableVertex;
	this.centroidWorld = new THREE.Vector3;
	this.centroidScreen = new THREE.Vector3;
	this.normalWorld = new THREE.Vector3;
	this.vertexNormalsWorld = [new THREE.Vector3, new THREE.Vector3, new THREE.Vector3];
	this.faceMaterial = this.material = null;
	this.uvs = [
		[]
	];
	this.z = null
};
THREE.RenderableFace4 = function() {
	this.v1 = new THREE.RenderableVertex;
	this.v2 = new THREE.RenderableVertex;
	this.v3 = new THREE.RenderableVertex;
	this.v4 = new THREE.RenderableVertex;
	this.centroidWorld = new THREE.Vector3;
	this.centroidScreen = new THREE.Vector3;
	this.normalWorld = new THREE.Vector3;
	this.vertexNormalsWorld = [new THREE.Vector3, new THREE.Vector3, new THREE.Vector3, new THREE.Vector3];
	this.faceMaterial = this.material = null;
	this.uvs = [
		[]
	];
	this.z = null
};
THREE.RenderableObject = function() {
	this.z = this.object = null
};
THREE.RenderableParticle = function() {
	this.rotation = this.z = this.y = this.x = null;
	this.scale = new THREE.Vector2;
	this.material = null
};
THREE.RenderableLine = function() {
	this.z = null;
	this.v1 = new THREE.RenderableVertex;
	this.v2 = new THREE.RenderableVertex;
	this.material = null
};
